oioitff
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863fa2c3ff
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Fix the channel volume.
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2013-04-26 22:24:18 +08:00 |
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Henrik Rydgard
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ffe88f5120
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Merge branch 'patch-11' of https://github.com/raven02/ppsspp into raven02-patch-11
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2013-04-13 22:12:13 +02:00 |
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raven02
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25ab9292e4
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Improve sound smoothness on Android
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2013-04-12 14:03:51 -07:00 |
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Unknown W. Brackets
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aca5e8e42f
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iOS: fix significant audio stutter.
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2013-03-17 11:32:57 -07:00 |
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raven02
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232aa69eb0
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Fix sound distortion
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2013-03-17 19:55:15 +08:00 |
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Unknown W. Brackets
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e8ac8d49b6
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iOS: Reduce CPU consumption for audio, adjust sync.
Still is clicking...
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2013-03-16 14:00:41 -07:00 |
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Unknown W. Brackets
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2a6457b6ab
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Cut down on h files including PointerWrap.
This makes changes to it a bit faster to build.
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2013-02-04 08:26:59 -08:00 |
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Unknown W. Brackets
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d70639057e
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sceAudioOutputPannedBlocking() returns # samples.
Or seems to, anyway. This fixes things like:
stdout: SCREAM: Lib wave didn't take all of our last submit (took 0 of
2048)!
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2013-02-01 08:07:58 -08:00 |
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Unknown W. Brackets
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9343695188
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Fix savestate ruining the host audio update.
Fixes #541.
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2013-01-30 22:48:35 -08:00 |
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raven02
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2ac06e54cf
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Get rid of channel buffer underrun
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2013-01-30 23:16:52 +08:00 |
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lioncash
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8ad81111da
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Cleanup __sceAudio a little bit.
front() -> pop_front()
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2013-01-30 08:45:43 -05:00 |
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Unknown W. Brackets
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bf80de9e8d
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Walk a pointer when enqueuing audio.
Profiler says this will give ~0.5% perf improvement.
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2013-01-29 08:19:06 -08:00 |
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Unknown W. Brackets
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1cb7a88137
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Don't use a dynamic string for wait debugging.
Happens in release, and shows up on the profiler.
Not huge, but should save ~0.5% of cpu time.
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2013-01-26 11:29:19 -08:00 |
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Henrik Rydgard
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2f394fb7ed
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Fix logging bug
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2013-01-11 00:59:17 +01:00 |
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Henrik Rydgard
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10f69ed000
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Don't lock the audio mutex if sound is off
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2013-01-11 00:13:38 +01:00 |
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Unknown W. Brackets
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19aaca2705
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Start save stating audio, plus minor fixes.
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2012-12-28 13:55:29 -08:00 |
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raven02
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2bdaaba2ab
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Change MAX_CHANNEL to PSP_AUDIO_CHANNEL_MAX
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2012-12-24 01:00:43 +08:00 |
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Florent Castelli
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c33eafd430
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Warning fixes
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2012-12-21 23:02:35 +01:00 |
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Henrik Rydgard
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dba622338a
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Audio smoothness improvements
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2012-12-18 11:40:14 +01:00 |
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Henrik Rydgard
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b5808eaf47
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optimizin', bugfixin'
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2012-12-17 20:43:43 +01:00 |
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Henrik Rydgard
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9acfd50139
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Fix one cause of audio choppiness - we were dropping samples when audio functions blocked. Also some cleanup.
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2012-12-17 20:15:23 +01:00 |
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Henrik Rydgard
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1e086f5008
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Let's not throw away our stereo... Also change mix freq back to 44100 for now.
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2012-12-17 19:38:04 +01:00 |
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Henrik Rydgard
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369afa5b93
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sceSas: Resample audio according to pitch
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2012-12-16 21:20:16 +01:00 |
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raven02
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1dbb6a8bda
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Fix sound distortion and improve sound clarity
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2012-12-16 13:11:53 +08:00 |
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Henrik Rydgård
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454a6000c5
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Let's try different audio buffer sizes
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2012-12-09 19:58:35 +07:00 |
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Henrik Rydgard
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f3aeadedfa
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Remove audio rate throttling, it's better to frame rate throttle. Gets rid of the slowdown that audio caused.
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2012-11-23 10:35:28 +01:00 |
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Henrik Rydgard
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7720dc3f60
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Various warning, logging, jit fixes
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2012-11-17 19:56:28 +01:00 |
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Henrik Rydgard
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d239f4ece1
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Fix tests hanging, after the audio rewrite
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2012-11-17 18:08:10 +01:00 |
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Henrik Rydgard
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423bba5d8d
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Some optimization and minor fixes
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2012-11-17 15:06:10 +01:00 |
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Henrik Rydgard
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5a48578a12
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Rewrite audio line output. Now deterministic (from the game's POV) and smoother.
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2012-11-17 14:20:59 +01:00 |
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Henrik Rydgard
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64cc573703
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Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK.
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2012-11-04 23:24:00 +01:00 |
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Henrik Rydgard
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4f7ad15758
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Add snapshot of the whole source code.
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2012-11-01 16:19:01 +01:00 |
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