mirror of
https://github.com/bsnes-emu/bsnes.git
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Update to 20180729 release.
byuu wrote: Sigh ... asio.hpp needs #include <nall/windows/registry.hpp> [Since the last WIP, byuu also posted the following message. -Ed.] ruby drivers have all been updated (but not tested outside of BSD), and I redesigned the settings window. The driver functionality all exists on a new "Drivers" panel, the emulator/hack settings go to a "Configuration" panel, and the video/audio panels lose driver settings. As does the settings menu and its synchronize options. I want to start pushing toward a v107 release. Critically, I will need DirectSound and ALSA to support dynamic rate control. I'd also like to eliminate the other system manifest.bml files. I need to update the cheat code database format, and bundle at least a few quark shaders -- although I still need to default to Direct3D on Windows. Turbo keys would be nice, if it's not too much effort. Aside from netplay, it's the last significant feature I'm missing. I think for v107, higan is going to be a bit rough around the edges compared to bsnes. And I don't think it's practical to finish the bsnes localization support. I'm thinking we probably want another WIP to iron out any critical issues, but this time there should be a feature freeze with the next WIP.
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@@ -4,41 +4,29 @@ struct AudioAO : Audio {
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AudioAO() { initialize(); }
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~AudioAO() { terminate(); }
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auto availableDevices() -> string_vector {
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return {"Default"};
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}
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auto driver() -> string override { return "libao"; }
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auto ready() -> bool override { return _ready; }
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auto availableFrequencies() -> vector<double> {
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auto hasFrequencies() -> bool override { return true; }
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auto availableFrequencies() -> vector<double> override {
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return {44100.0, 48000.0, 96000.0};
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}
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auto availableLatencies() -> vector<uint> {
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return {100};
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}
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auto availableChannels() -> vector<uint> {
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return {2};
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}
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auto ready() -> bool { return _ready; }
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auto blocking() -> bool { return true; }
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auto channels() -> uint { return 2; }
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auto frequency() -> double { return _frequency; }
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auto latency() -> uint { return 100; }
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auto setFrequency(double frequency) -> bool {
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if(_frequency == frequency) return true;
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_frequency = frequency;
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auto setFrequency(double frequency) -> bool override {
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if(frequency == Audio::frequency()) return true;
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if(!Audio::setFrequency(frequency)) return false;
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return initialize();
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}
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auto output(const double samples[]) -> void {
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auto output(const double samples[]) -> void override {
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uint32_t sample = 0;
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sample |= (uint16_t)sclamp<16>(samples[0] * 32767.0) << 0;
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sample |= (uint16_t)sclamp<16>(samples[1] * 32767.0) << 16;
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ao_play(_interface, (char*)&sample, 4);
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}
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private:
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auto initialize() -> bool {
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terminate();
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@@ -56,10 +44,10 @@ struct AudioAO : Audio {
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ao_info* information = ao_driver_info(driverID);
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if(!information) return false;
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_device = information->short_name;
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string device = information->short_name;
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ao_option* options = nullptr;
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if(_device == "alsa") {
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if(device == "alsa") {
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ao_append_option(&options, "buffer_time", "100000"); //100ms latency (default was 500ms)
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}
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@@ -79,8 +67,6 @@ struct AudioAO : Audio {
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}
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bool _ready = false;
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string _device = "Default";
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double _frequency = 48000.0;
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ao_device* _interface = nullptr;
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};
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