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authorNebuleon Fumika2013-02-06 05:59:22 -0500
committerNebuleon Fumika2013-02-06 05:59:22 -0500
commit3dc666810732dcabb95a3bd1d02d4fcee0befd3f (patch)
tree914b83dfa8fc31b2bda76219f110c80ba6aee9c7 /source/nds/entry.cpp
parent3c3a97219dbe3a2e7555e6f65eb093d4f3435e49 (diff)
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Raise the sound frequency from 22050 Hz to 32000 Hz, which is like the SNES. Use sound interpolation to make it sound even more like the SNES.
Diffstat (limited to 'source/nds/entry.cpp')
-rw-r--r--source/nds/entry.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index ca27249..723374c 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -425,7 +425,7 @@ void init_sfc_setting(void)
//sound settings
Settings.APUEnabled = Settings.NextAPUEnabled = TRUE;
Settings.FixFrequency = 1;
-
+ Settings.InterpolatedSound = TRUE;
Settings.H_Max = SNES_CYCLES_PER_SCANLINE;
Settings.SkipFrames = AUTO_FRAMERATE;
@@ -1042,7 +1042,7 @@ void S9xGenerateSound ()
}
}
-#define SOUND_EMISSION_INTERVAL ((unsigned int) ((((unsigned long long) DS2_BUFFER_SIZE * 1000000) / SND_SAMPLE_RATE) * 3 / 128))
+#define SOUND_EMISSION_INTERVAL ((unsigned int) ((((unsigned long long) DS2_BUFFER_SIZE * 1000000) / SND_SAMPLE_RATE) * 3 / 128) - 1) /* -1 is for roundoff errors */
unsigned int LastSoundEmissionTime = 0;
void S9xProcessSound (unsigned int)