At present, audio output is completely broken whenever the Framerate core option is set to a value below 50 FPS. The audio handling code of the game engine simply falls apart at low frame rates - I don't think the original devs ever considered such a use case...
This PR fixes the issue with a fairly trivial hack/workaround - below 50 FPS, the audio sample rate is reduced to achieve the same 'samples per frame' as would normally be expected at 60 FPS. This means audio quality degrades as the selected frame rate decreases, but the audio processing now works consistently - sound actually plays, at the correct tempo and with no crackling. (And to my ears, at least, the sound quality remains acceptable all the way down to 10 FPS)
In addition, this PR adds an OpenDingux target to the makefile. Tested on an RG350M, the core runs flawlessly at 320x240 @ 30 FPS.
At present, audio output is completely broken whenever the
Framerate
core option is set to a value below 50 FPS. The audio handling code of the game engine simply falls apart at low frame rates - I don't think the original devs ever considered such a use case...This PR fixes the issue with a fairly trivial hack/workaround - below 50 FPS, the audio sample rate is reduced to achieve the same 'samples per frame' as would normally be expected at 60 FPS. This means audio quality degrades as the selected frame rate decreases, but the audio processing now works consistently - sound actually plays, at the correct tempo and with no crackling. (And to my ears, at least, the sound quality remains acceptable all the way down to 10 FPS)
In addition, this PR adds an OpenDingux target to the makefile. Tested on an RG350M, the core runs flawlessly at 320x240 @ 30 FPS.
This PR closes #91