3DS: Support using non-blip for audio
Jeffrey Pfau jeffrey@endrift.com
Mon, 31 Aug 2015 01:07:10 -0700
1 files changed,
4 insertions(+),
0 deletions(-)
jump to
M
src/platform/3ds/main.c
→
src/platform/3ds/main.c
@@ -182,8 +182,12 @@ static void _postAudioBuffer(struct GBAAVStream* stream, struct GBAAudio* audio) {
UNUSED(stream); memset(audioLeft, 0, AUDIO_SAMPLES * sizeof(int16_t)); memset(audioRight, 0, AUDIO_SAMPLES * sizeof(int16_t)); +#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF blip_read_samples(audio->left, audioLeft, AUDIO_SAMPLES, false); blip_read_samples(audio->right, audioRight, AUDIO_SAMPLES, false); +#elif RESAMPLE_LIBRARY == RESAMPLE_NN + GBAAudioCopy(audio, audioLeft, audioRight, AUDIO_SAMPLES); +#endif GSPGPU_FlushDataCache(0, (void*) audioLeft, AUDIO_SAMPLES * sizeof(int16_t)); GSPGPU_FlushDataCache(0, (void*) audioRight, AUDIO_SAMPLES * sizeof(int16_t)); csndPlaySound(0x8, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, -1.0, audioLeft, audioLeft, AUDIO_SAMPLES * sizeof(int16_t));