- 07 Jul, 2023 1 commit
-
-
Alistair Leslie-Hughes authored
-
- 26 May, 2023 6 commits
-
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
- 24 May, 2023 6 commits
-
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
It's less physically correct but closer to the native behavior.
-
Anton Baskanov authored
-
- 23 May, 2023 5 commits
-
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
-
- 27 Apr, 2023 5 commits
-
-
Anton Baskanov authored
-
Anton Baskanov authored
-
Anton Baskanov authored
Resetting it results in position discontinuity. With frequent SetFrequency() calls, this produces audible crackling. The issue affects pedestrian voices in GTA: San Andreas.
-
Anton Baskanov authored
-
Anton Baskanov authored
-
- 28 Feb, 2023 1 commit
-
-
Alex Henrie authored
-
- 08 Nov, 2022 2 commits
-
-
Alex Henrie authored
Needed to compile Tera Term.
-
Brendan Shanks authored
-
- 15 Jun, 2022 1 commit
-
-
Rémi Bernon authored
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
-
- 01 Mar, 2022 1 commit
-
-
Eric Pouech authored
Signed-off-by: Eric Pouech <eric.pouech@gmail.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 14 Feb, 2022 1 commit
-
-
Eric Pouech authored
Signed-off-by: Eric Pouech <eric.pouech@gmail.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 31 Jan, 2022 1 commit
-
-
Eric Pouech authored
Signed-off-by: Eric Pouech <eric.pouech@gmail.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 27 Jan, 2022 1 commit
-
-
Alexandre Julliard authored
Add -DWINE_NO_LONG_TYPES to modules that still have compilation warnings with long types. Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 06 Dec, 2021 1 commit
-
-
Florian Will authored
In some situations, "ZUSI 3" has a lot of secondary buffers in the PLAYING state, but most of these buffers have a really low volume, so these buffers are multiplied by 0 before mixing (and possibly after resampling). There can be hundreds of inaudible buffers at the same time. In these situations, the dsound mixthread is unable to mix fast enough, resulting in sound stuttering and generally poor performance. To resolve this performance issue, skip the mixing (and possibly resampling) step for all inaudible secondary buffers. Signed-off-by: Florian Will <florian.will@gmail.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 17 Nov, 2021 1 commit
-
-
Eduard Permyakov authored
Signed-off-by: Eduard Permyakov <epermyakov@codeweavers.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 20 Sep, 2021 2 commits
-
-
Eduard Permyakov authored
This region of the audio buffer is forbidden to be written to by the DirectSound specification. The documentation states: "The write cursor is the point after which it is safe to write data into the buffer. The block between the play cursor and the write cursor is already committed to be played, and cannot be changed safely." However, some applications still do this, which has lead to audio glitches only when using the Wine DirectSound implementation. Experiments showed that the native DirctSound implementation will still play the old audio the first time around when the buffer region gets overwritten. Use an approach of copying the next forbidden region into a "committed buffer" to add the same behavior to the Wine implementation. Out of performance considerations, only copy data to the committed buffer when we detect that an overwrite is possible (i.e. the current mixing region of the buffer gets locked). Signed-off-by: Eduard Permyakov <epermyakov@codeweavers.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
Alexandre Julliard authored
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 07 Jun, 2021 1 commit
-
-
Hiroki Awata authored
Some games may not receive the DSBPN_OFFSETSTOP event and get stuck if CloseHandle is called immediately after IDirectSoundBuffer::Stop. To solve this problem, IDirectSoundBuffer::Stop will immediately notify the DSBPN_OFFSETSTOP event. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=41292Signed-off-by: Hiroki Awata <castaneai@by.black> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 30 Apr, 2021 2 commits
-
-
Alexandre Julliard authored
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
Alexandre Julliard authored
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
- 31 Mar, 2021 2 commits
-
-
Jacek Caban authored
Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-
Jacek Caban authored
Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
-