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audio: add method for setting audio delay
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7d04612d06
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@ -76,7 +76,7 @@ void IAudioAPI::InitWFX(sint32 samplerate, sint32 channels, sint32 bits_per_samp
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void IAudioAPI::InitializeStatic()
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{
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s_audioDelay = GetConfig().audio_delay;
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SetAudioDelay(GetConfig().audio_delay);
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#if BOOST_OS_WINDOWS
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s_availableApis[DirectSound] = true;
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@ -98,6 +98,11 @@ bool IAudioAPI::IsAudioAPIAvailable(AudioAPI api)
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return false;
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}
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void IAudioAPI::SetAudioDelay(uint32 audioDelay)
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{
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s_audioDelay = audioDelay;
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}
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AudioAPIPtr IAudioAPI::CreateDeviceFromConfig(AudioType type, sint32 rate, sint32 samples_per_block, sint32 bits_per_sample)
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{
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sint32 channels = CemuConfig::AudioChannelsToNChannels(AudioTypeToChannels(type));
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@ -8,8 +8,6 @@
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class IAudioAPI
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{
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friend class GeneralSettings2;
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public:
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class DeviceDescription
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{
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@ -66,11 +64,11 @@ public:
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virtual bool Stop() = 0;
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void SetAudioDelayOverride(uint32 delay);
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uint32 GetAudioDelay() const;
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static void SetAudioDelay(uint32 audioDelay);
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static void PrintLogging();
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static void InitializeStatic();
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static bool IsAudioAPIAvailable(AudioAPI api);
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static std::unique_ptr<IAudioAPI> CreateDeviceFromConfig(AudioType type, sint32 rate, sint32 samples_per_block, sint32 bits_per_sample);
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static std::unique_ptr<IAudioAPI> CreateDeviceFromConfig(AudioType type, sint32 rate, sint32 channels, sint32 samples_per_block, sint32 bits_per_sample);
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static std::unique_ptr<IAudioAPI> CreateDevice(AudioAPI api, const DeviceDescriptionPtr& device, sint32 samplerate, sint32 channels, sint32 samples_per_block, sint32 bits_per_sample);
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@ -1336,7 +1336,7 @@ void GeneralSettings2::DisableSettings(bool game_launched)
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void GeneralSettings2::OnAudioLatencyChanged(wxCommandEvent& event)
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{
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IAudioAPI::s_audioDelay = event.GetInt();
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IAudioAPI::SetAudioDelay(event.GetInt());
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event.Skip();
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}
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