From cf07bb328deb71cf2dc602f435b5340b0b55a2e5 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Fri, 5 Jan 2018 17:25:03 -0500 Subject: duke3d: further optimize audio mixing Rather than holding intermediate results as fixed-point, this converts them directly to normal integers (in the range of the PCM sample) while mixing, instead of waiting till the end to perform a separate shifting step. Also, this precalculates some constants in the reverb code. Change-Id: Ie04e444d145bc28ce67eef9ae0ead6d328acf28a --- apps/plugins/sdl/progs/duke3d/Game/src/config.c | 1 + 1 file changed, 1 insertion(+) (limited to 'apps/plugins/sdl/progs/duke3d/Game/src/config.c') diff --git a/apps/plugins/sdl/progs/duke3d/Game/src/config.c b/apps/plugins/sdl/progs/duke3d/Game/src/config.c index 038875a4e5..1649c40b07 100644 --- a/apps/plugins/sdl/progs/duke3d/Game/src/config.c +++ b/apps/plugins/sdl/progs/duke3d/Game/src/config.c @@ -728,6 +728,7 @@ void CONFIG_ReadSetup( void ) NumBits = 16; SCRIPT_GetNumber( scripthandle, "Sound Setup", "MixRate",&MixRate); MixRate = RB_SAMPR; + printf("MixRate = %d Hz", MixRate); SCRIPT_GetNumber( scripthandle, "Sound Setup", "MidiPort",&MidiPort); SCRIPT_GetNumber( scripthandle, "Sound Setup", "BlasterAddress",&dummy); BlasterConfig.Address = dummy; -- cgit v1.2.3