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authorNebuleon Fumika2012-12-18 00:40:18 -0500
committerNebuleon Fumika2012-12-18 00:40:18 -0500
commit286bfd58050a13e2e0e30bb35a7a1d189ec7edd1 (patch)
tree41106a42625a53c744851d899821e8851e4aa164 /source
parent8951fdff1aada126257e07699ea6f132cb8d2e65 (diff)
downloadsnesemu-286bfd58050a13e2e0e30bb35a7a1d189ec7edd1.tar.gz
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Sync sound.
In addition to having less sound skipping going on, certain platformer games (I'm looking at you, Super Mario World) are helped by having more synchronised controls. In other words, synchronising the audio also synchronises the controls a bit more.
Diffstat (limited to 'source')
-rw-r--r--source/nds/entry.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index c14902c..24c0e03 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -385,6 +385,7 @@ void init_sfc_setting(void)
Settings.NetPlay = FALSE;
Settings.ServerName [0] = 0;
Settings.ThreadSound = FALSE;
+ Settings.SoundSync = TRUE;
Settings.AutoSaveDelay = 0;
#ifdef _NETPLAY_SUPPORT
Settings.Port = NP_DEFAULT_PORT;