Re: [hatari-devel] SDL1 vs. SDL2 sound pausing

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Le 10/09/2016 à 21:20, David Savinkoff a écrit :

Hi,

Looking at audio.c, one can see that *pBuffer++ is not touched
when nGeneratedSamples is == 0.
This leaves old data to be repeated. Zeroing the data leaves
silence to be repeated.
However, repeated old data is better than chunks of silence
when Not paused. (note: repeated data is milliseconds long)

I think Thomas' patch is correct with a small modification:
+	else if (nGeneratedSamples == 0 && emulator_paused)


Hi

I think it's subjective to say that repeated old data is better than 0 bytes. If the sound is a simple YM2149 note (eg keyboard sound), repeating old data might be good and less noticable.

But when playing more complex sound (soundtracker module, wav file, ...) I think that the repeated bytes will be hearable too. Instead of a "click" you will heard some off-key sound due to repeat, not sure it's better and in all cases that's a problem we can't really fix on the user's computer which is certainly not powerful enough for the emulation.



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