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Reduced audio buffer size compensation by 1 vertical refresh
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@ -67,6 +67,8 @@ void Multilibultra::queue_audio_buffer(RDRAM_ARG PTR(s16) audio_data_, uint32_t
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SDL_QueueAudio(audio_device, swap_buffer.data(), byte_count);
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}
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uint32_t buffer_offset_frames = 1;
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// If there's ever any audio popping, check here first. Some games are very sensitive to
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// the remaining sample count and reporting a number that's too high here can lead to issues.
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// Reporting a number that's too low can lead to audio lag in some games.
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@ -74,13 +76,13 @@ uint32_t Multilibultra::get_remaining_audio_bytes() {
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// Get the number of remaining buffered audio bytes.
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uint32_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
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// Adjust the reported count to be four refreshes in the future, which helps ensure that
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// there are enough samples even if the game experiences a small amount of lag. This prevents
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// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
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// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
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// audio popping on games that use the buffered audio byte count to determine how many samples
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// to generate.
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uint32_t samples_per_vi = (sample_rate / 60);
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if (buffered_byte_count > (4u * samples_per_vi)) {
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buffered_byte_count -= (4u * samples_per_vi);
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if (buffered_byte_count > (buffer_offset_frames * sizeof(int16_t) * samples_per_vi)) {
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buffered_byte_count -= (buffer_offset_frames * sizeof(int16_t) * samples_per_vi);
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} else {
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buffered_byte_count = 0;
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}
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