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cellAudio: Implement setting to disable sampling skip
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789e42e26f
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@ -908,10 +908,9 @@ void cell_audio_thread::operator()()
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{
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// Games may sometimes "skip" audio periods entirely if they're falling behind (a sort of "frameskip" for audio)
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// As such, if the game doesn't touch buffers for too long we advance time hoping the game recovers
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// TODO: It's a hack and it needs a setting to disable this (force true)
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if (
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(untouched == active_ports && time_since_last_period > cfg.fully_untouched_timeout) ||
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(time_since_last_period > cfg.partially_untouched_timeout) || !keys.empty()
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(time_since_last_period > cfg.partially_untouched_timeout) || g_cfg.audio.disable_sampling_skip
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)
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{
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// There's no audio in the buffers, simply advance time and hope the game recovers
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@ -257,6 +257,7 @@ struct cfg_root : cfg::node
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cfg::_bool enable_buffering{ this, "Enable Buffering", true, true };
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cfg::_int <4, 250> desired_buffer_duration{ this, "Desired Audio Buffer Duration", 100, true };
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cfg::_bool enable_time_stretching{ this, "Enable Time Stretching", false, true };
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cfg::_bool disable_sampling_skip{ this, "Disable Sampling Skip", false, true };
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cfg::_int<0, 100> time_stretching_threshold{ this, "Time Stretching Threshold", 75, true };
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cfg::_enum<microphone_handler> microphone_type{ this, "Microphone Type", microphone_handler::null };
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cfg::string microphone_devices{ this, "Microphone Devices", "@@@@@@@@@@@@" };
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