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Use minimum stream sample count on SDL2 audio backend (#2948)

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gdkchan 2021-12-27 18:25:21 -03:00 committed by GitHub
parent ac57dd5d75
commit f65d01b5d3
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@ -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);