stop saying samples when we mean frames

latency tweak
This commit is contained in:
Glenn Maynard
2004-01-12 04:00:34 +00:00
parent 071ec73a04
commit b2b6db3a5b
@@ -11,12 +11,11 @@
#include "SDL.h"
/* samples */
const int channels = 2;
const int samplesize = channels*2; /* 16-bit */
const int bytes_per_frame = channels*2; /* 16-bit */
const int samplerate = 44100;
const int buffersize_frames = 1024*8; /* in frames */
const int buffersize = buffersize_frames * samplesize; /* in bytes */
const int buffersize = buffersize_frames * bytes_per_frame; /* in bytes */
const int num_chunks = 8;
const int chunksize_frames = buffersize_frames / num_chunks;
@@ -95,7 +94,7 @@ bool RageSound_WaveOut::GetData()
{
/* This sound is finishing. */
sounds[i]->stopping = true;
sounds[i]->flush_pos = last_cursor_pos + (got / samplesize);
sounds[i]->flush_pos = last_cursor_pos + (got / bytes_per_frame);
}
}
@@ -228,7 +227,9 @@ RageSound_WaveOut::~RageSound_WaveOut()
float RageSound_WaveOut::GetPlayLatency() const
{
return (1.0f / samplerate) * (buffersize_frames - chunksize_frames);
/* If we have a 1000-byte buffer, and we fill 100 bytes at a time, we
* almost always have between 900 and 1000 bytes filled; on average, 950. */
return (buffersize_frames - chunksize_frames/2) * (1.0f / samplerate);
}
/*