suyu/src
Kelebek1 0857d6a3db Decouple audio processing and run at variable rate
Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.

This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
2021-06-27 15:58:07 +01:00
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audio_core Decouple audio processing and run at variable rate 2021-06-27 15:58:07 +01:00
common Merge pull request #6519 from Wunkolo/mem-size-literal 2021-06-24 19:09:12 -07:00
core Decouple audio processing and run at variable rate 2021-06-27 15:58:07 +01:00
input_common Add missing includes (#6521) 2021-06-24 03:24:17 -04:00
tests common: Replace common_sizes into user-literals 2021-06-24 09:27:40 -07:00
video_core vulkan_device: Make device memory match the rest of the file 2021-06-25 02:38:58 -03:00
web_service externals: httplib: replace custom httplib header with upstream as submodule. 2021-06-19 02:18:58 +05:30
yuzu Merge pull request #6517 from lioncash/fmtlib 2021-06-23 15:31:04 -07:00
yuzu_cmd Merge pull request #6465 from FernandoS27/sex-on-the-beach 2021-06-23 08:03:01 -04:00
.clang-format Remove special rules for Windows.h and library includes 2016-09-21 00:16:33 -07:00
CMakeLists.txt CMakeLists: Enforce C4715 on MSVC 2021-05-17 03:48:58 -04:00