From faf3c0f2e08c0aa199d817feddafb0f4ff67e64a Mon Sep 17 00:00:00 2001 From: Nadia Holmquist Pedersen Date: Fri, 8 Mar 2024 16:36:00 +0100 Subject: 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 --- src/frontend/qt_sdl/AudioSettingsDialog.cpp | 3 ++- src/frontend/qt_sdl/main.cpp | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) (limited to 'src/frontend/qt_sdl') 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); -- cgit v1.2.3