Use minimum stream sample count on SDL2 audio backend (#2948)
This commit is contained in:
parent
ac57dd5d75
commit
f65d01b5d3
1 changed files with 4 additions and 2 deletions
|
@ -42,11 +42,13 @@ namespace Ryujinx.Audio.Backends.SDL2
|
|||
|
||||
private void EnsureAudioStreamSetup(AudioBuffer buffer)
|
||||
{
|
||||
bool needAudioSetup = _outputStream == 0 || ((uint)GetSampleCount(buffer) % _sampleCount) != 0;
|
||||
uint bufferSampleCount = (uint)GetSampleCount(buffer);
|
||||
bool needAudioSetup = _outputStream == 0 ||
|
||||
(bufferSampleCount >= Constants.TargetSampleCount && bufferSampleCount < _sampleCount);
|
||||
|
||||
if (needAudioSetup)
|
||||
{
|
||||
_sampleCount = Math.Max(Constants.TargetSampleCount, (uint)GetSampleCount(buffer));
|
||||
_sampleCount = Math.Max(Constants.TargetSampleCount, bufferSampleCount);
|
||||
|
||||
uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
|
||||
|
||||
|
|
Reference in a new issue