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-rw-r--r--source/nds/ds2sound.h15
1 files changed, 0 insertions, 15 deletions
diff --git a/source/nds/ds2sound.h b/source/nds/ds2sound.h
index b9cf5ae..f51a6e1 100644
--- a/source/nds/ds2sound.h
+++ b/source/nds/ds2sound.h
@@ -5,20 +5,6 @@
#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 13312 /* 15360 tested working, but underflows */
-#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
@@ -30,7 +16,6 @@
#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