this seems to improve audio a lot but I still hear some small crackles
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@ -95,8 +95,8 @@ static void GB_update_keys_status(GB_gameboy_t *gb)
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static void audio_callback(void *gb)
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static void audio_callback(void *gb)
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{
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{
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GB_apu_copy_buffer(gb, (GB_sample_t *) soundbuf, 735);
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GB_apu_copy_buffer(gb, (GB_sample_t *) soundbuf, (float)AUDIO_FREQUENCY / 59.72);
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audio_batch_cb(soundbuf, 735);
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audio_batch_cb(soundbuf, (float)AUDIO_FREQUENCY / 59.72);
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}
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}
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@ -235,13 +235,22 @@ static void check_variables(void)
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void retro_run(void)
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void retro_run(void)
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{
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{
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static int frames;
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size_t samples;
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bool updated = false;
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bool updated = false;
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if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE_UPDATE, &updated) && updated)
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if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE_UPDATE, &updated) && updated)
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check_variables();
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check_variables();
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samples = GB_apu_get_current_buffer_length(&gb);
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if (!(frames < (samples / 35112)))
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{
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GB_run_frame(&gb);
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GB_run_frame(&gb);
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video_cb(frame_buf, VIDEO_WIDTH, VIDEO_HEIGHT, 0);
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frames ++;
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}
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else
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frames = 0;
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video_cb(frame_buf, VIDEO_WIDTH, VIDEO_HEIGHT, 0);
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}
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}
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bool retro_load_game(const struct retro_game_info *info)
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bool retro_load_game(const struct retro_game_info *info)
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@ -325,6 +334,7 @@ bool retro_load_game(const struct retro_game_info *info)
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#endif
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#endif
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GB_set_sample_rate(&gb, AUDIO_FREQUENCY);
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GB_set_sample_rate(&gb, AUDIO_FREQUENCY);
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/* GB_set_highpass_filter_mode(&gb, GB_HIGHPASS_REMOVE_DC_OFFSET); */
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return true;
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return true;
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}
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}
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