adelikat / snes9x-rr

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Have deterministic sound mix engine (and some ideas) #22

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
SPU_core works synchronously and writes its state to sound registers.
SPU_user can work asynchronously because it doesn't write its state to any
RAMs or registers. So it is used for platform-dependent mix.

If we could implement such a method in snes9x, we can remove way too
complex sound options, like Volume Envelope Height Reading, Fake Mute, and
Sync Sound. That is, we can get consistent sync but still use flexible
sound mix.

Original issue reported on code.google.com by gochaism on 8 Oct 2009 at 11:51

GoogleCodeExporter commented 9 years ago

Original comment by gochaism on 15 Nov 2009 at 10:31