Change audio_frame_ticks with length explanation

This commit is contained in:
xperia64 2020-04-21 23:40:34 -04:00
parent 38c3c9c74b
commit 3a1601a534

View File

@ -47,7 +47,19 @@ void DspHle::serialize(Archive& ar, const unsigned int) {
} }
SERIALIZE_IMPL(DspHle) SERIALIZE_IMPL(DspHle)
static constexpr u64 audio_frame_ticks = 1310252ull; ///< Units: ARM11 cycles // TODO(xperia64): The value below is the "perfect" mathematical ratio
// of ARM11 cycles per audio frame. As per merry, this was calculated to be
// (ARM11 freq)*(samples per frame)/(sample rate)
// = (268,111,855.956 Hz) * (160 samples)/(32,728 Hz)
// = (1310739.946008311...) ~ 1310740
//
// This value was originally set to 1310252, which was determined by measuring it on hardware
// However, as of when this was written, Project Mirai 1/2/DX desync on HLE
// such that the music track runs ahead of the gameplay.
// When the value is set to 1310740, all three games are playable
// The audio track only drifts ~1ms over a 4+ minute song compared to hardware
// and the button presses match as well as I can determine by playing the game/recording
static constexpr u64 audio_frame_ticks = 1310740ull; ///< Units: ARM11 cycles
struct DspHle::Impl final { struct DspHle::Impl final {
public: public: