chore: only sync to audio for now
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24def29fc8
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@ -203,7 +203,7 @@ pub const Apu = struct {
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self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_F32, 2, @intCast(c_int, self.sampleRate()), SDL.AUDIO_F32, 2, host_sample_rate) orelse unreachable;
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self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_F32, 2, @intCast(c_int, self.sampleRate()), SDL.AUDIO_F32, 2, host_sample_rate) orelse unreachable;
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}
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}
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// while (SDL.SDL_AudioStreamAvailable(self.stream) > (@sizeOf(f32) * 2 * 0x800)) {}
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while (SDL.SDL_AudioStreamAvailable(self.stream) > (@sizeOf(f32) * 2 * 0x800)) {}
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]f32{ left, right }, 2 * @sizeOf(f32));
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]f32{ left, right }, 2 * @sizeOf(f32));
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self.sched.push(.SampleAudio, self.sched.now() + self.sampleTicks() - late);
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self.sched.push(.SampleAudio, self.sched.now() + self.sampleTicks() - late);
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@ -100,7 +100,7 @@ pub fn main() anyerror!void {
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var emu_rate = FpsAverage.init();
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var emu_rate = FpsAverage.init();
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// Create Emulator Thread
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .UnlimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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defer emu_thread.join();
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defer emu_thread.join();
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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