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author | Nebuleon Fumika | 2012-12-18 00:40:18 -0500 |
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committer | Nebuleon Fumika | 2012-12-18 00:40:18 -0500 |
commit | 286bfd58050a13e2e0e30bb35a7a1d189ec7edd1 (patch) | |
tree | 41106a42625a53c744851d899821e8851e4aa164 /source | |
parent | 8951fdff1aada126257e07699ea6f132cb8d2e65 (diff) | |
download | snesemu-286bfd58050a13e2e0e30bb35a7a1d189ec7edd1.tar.gz snesemu-286bfd58050a13e2e0e30bb35a7a1d189ec7edd1.tar.bz2 snesemu-286bfd58050a13e2e0e30bb35a7a1d189ec7edd1.zip |
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.cpp | 1 |
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; |