cellAudio: Implement setting to disable sampling skip

This commit is contained in:
Eladash
2022-10-18 18:57:25 +03:00
committed by Megamouse
parent 789e42e26f
commit 903d847058
2 changed files with 2 additions and 2 deletions
+1 -2
View File
@@ -908,10 +908,9 @@ void cell_audio_thread::operator()()
{
// Games may sometimes "skip" audio periods entirely if they're falling behind (a sort of "frameskip" for audio)
// As such, if the game doesn't touch buffers for too long we advance time hoping the game recovers
// TODO: It's a hack and it needs a setting to disable this (force true)
if (
(untouched == active_ports && time_since_last_period > cfg.fully_untouched_timeout) ||
(time_since_last_period > cfg.partially_untouched_timeout) || !keys.empty()
(time_since_last_period > cfg.partially_untouched_timeout) || g_cfg.audio.disable_sampling_skip
)
{
// There's no audio in the buffers, simply advance time and hope the game recovers