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authorNadia Holmquist Pedersen <nadia@nhp.sh>2024-03-08 16:36:00 +0100
committerNadia Holmquist Pedersen <nadia@nhp.sh>2024-03-08 16:36:00 +0100
commitfaf3c0f2e08c0aa199d817feddafb0f4ff67e64a (patch)
tree32d726d093f0a3e84463be92f2f35076f75adb80 /src/frontend
parente227902cecfb629fd113e9fd7c69cea6b98dd790 (diff)
Add Gaussian (SNES) audio interpolation
Probably not a good choice for most DS games unless you really want a very soft sound, but it could be fun if you wanted to run lolSnes in melonDS :p
Diffstat (limited to 'src/frontend')
-rw-r--r--src/frontend/qt_sdl/AudioSettingsDialog.cpp3
-rw-r--r--src/frontend/qt_sdl/main.cpp2
2 files changed, 3 insertions, 2 deletions
diff --git a/src/frontend/qt_sdl/AudioSettingsDialog.cpp b/src/frontend/qt_sdl/AudioSettingsDialog.cpp
index 5e8812e..8e08ef2 100644
--- a/src/frontend/qt_sdl/AudioSettingsDialog.cpp
+++ b/src/frontend/qt_sdl/AudioSettingsDialog.cpp
@@ -51,6 +51,7 @@ AudioSettingsDialog::AudioSettingsDialog(QWidget* parent, bool emuActive, EmuThr
ui->cbInterpolation->addItem("Linear");
ui->cbInterpolation->addItem("Cosine");
ui->cbInterpolation->addItem("Cubic");
+ ui->cbInterpolation->addItem("Gaussian (SNES)");
ui->cbInterpolation->setCurrentIndex(Config::AudioInterp);
ui->cbBitDepth->addItem("Automatic");
@@ -173,7 +174,7 @@ void AudioSettingsDialog::on_cbBitDepth_currentIndexChanged(int idx)
void AudioSettingsDialog::on_cbInterpolation_currentIndexChanged(int idx)
{
// prevent a spurious change
- if (ui->cbInterpolation->count() < 4) return;
+ if (ui->cbInterpolation->count() < 5) return;
Config::AudioInterp = ui->cbInterpolation->currentIndex();
diff --git a/src/frontend/qt_sdl/main.cpp b/src/frontend/qt_sdl/main.cpp
index 6e87d5b..01ba52c 100644
--- a/src/frontend/qt_sdl/main.cpp
+++ b/src/frontend/qt_sdl/main.cpp
@@ -348,7 +348,7 @@ int main(int argc, char** argv)
#endif
SANITIZE(Config::ScreenVSyncInterval, 1, 20);
SANITIZE(Config::GL_ScaleFactor, 1, 16);
- SANITIZE(Config::AudioInterp, 0, 3);
+ SANITIZE(Config::AudioInterp, 0, 4);
SANITIZE(Config::AudioVolume, 0, 256);
SANITIZE(Config::MicInputType, 0, (int)micInputType_MAX);
SANITIZE(Config::ScreenRotation, 0, (int)Frontend::screenRot_MAX);