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author | Nebuleon Fumika | 2013-02-02 01:37:16 -0500 |
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committer | Nebuleon Fumika | 2013-02-02 01:37:16 -0500 |
commit | 91d7bf5b9177ac8d80d586723f2b6c10a9649148 (patch) | |
tree | 8f9bd65ca9a1e120195d71564b5db3fa4871871c /source/nds | |
parent | 25aeb83f7bf395a49742c957ada5d2b917fe62aa (diff) | |
download | snesemu-91d7bf5b9177ac8d80d586723f2b6c10a9649148.tar.gz snesemu-91d7bf5b9177ac8d80d586723f2b6c10a9649148.tar.bz2 snesemu-91d7bf5b9177ac8d80d586723f2b6c10a9649148.zip |
Correct overzealous detection of buffer overruns. It was making the sound crackle constantly, like a record player. Most audible with earphones.
Diffstat (limited to 'source/nds')
-rw-r--r-- | source/nds/entry.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp index 1cf31df..35ebec1 100644 --- a/source/nds/entry.cpp +++ b/source/nds/entry.cpp @@ -925,7 +925,7 @@ void S9xProcessSound (unsigned int) if (so.mute_sound || !game_enable_audio) return; - if(ds2_checkAudiobuff() > AUDIO_BUFFER_COUNT / 2) + if(ds2_checkAudiobuff() > AUDIO_BUFFER_COUNT * 3/4) { LastSoundEmissionTime++; return; |