diff options
-rw-r--r-- | source/nds/ds2sound.h | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/source/nds/ds2sound.h b/source/nds/ds2sound.h index f51a6e1..d8cfe09 100644 --- a/source/nds/ds2sound.h +++ b/source/nds/ds2sound.h @@ -5,6 +5,20 @@ #define DS2_BUFFER_SIZE_6 1024 /* tested working, slow because of upsampling */ #define DS2_BUFFER_SIZE_7 1024 /* tested working, slow because of upsampling */ +// In microseconds. +// (512 samples / 22050 samples/sec) = 23000 microseconds. +// The value needs to be: +// * not too low, because then every time a new batch of close to 512 samples +// is created anew, and that's EXPENSIVE. +// * not too high, because then missing the end of the buffer creates audible +// underflows. +// * not exactly 16667 (NTSC 60 FPS) or 20000 (PAL 50 FPS), because then +// the automatic frame skipper will be extremely messed up. +#define INTERRUPT_TIME_4 15360 /* 15360 tested working */ +#define INTERRUPT_TIME_5 8000 /* like the SNES! tested working, but slow */ +#define INTERRUPT_TIME_6 4000 /* tested working, slow because of upsampling */ +#define INTERRUPT_TIME_7 4000 /* tested working, slow because of upsampling */ + // The sampling rate for the sound, in Hz, for each value of // Settings.SoundPlaybackRate. #define SND_SAMPLE_RATE_1 8000 @@ -16,6 +30,7 @@ #define SND_SAMPLE_RATE_7 48000 // Settings in use. The number should match in all three settings. +#define INTERRUPT_TIME INTERRUPT_TIME_4 #define DS2_BUFFER_SIZE DS2_BUFFER_SIZE_4 #define SND_SAMPLE_RATE SND_SAMPLE_RATE_4 #define SNES9X_SRATE_ID 4 |