[PATCH variant 1] dsound: use a low-quality FIR for games

Alexander E. Patrakov patrakov at gmail.com
Wed May 23 12:33:44 CDT 2012

2012/5/23 Alexander E. Patrakov <patrakov at gmail.com>:
> Due to this difference of latency there may be unaviodable clicks in
> games (sorry, no concrete example) that frequently switch from 3 to 4
> buffers and back. The FIR-based approach eliminates this effect,
> because there is no latency difference (or, because this is untested,
> better say: it's a bug in my code if there is any latency difference).

If your CPU is fast enough to play GTA:SA with full-quality resampler
(I can't test because I don't have this game), you can test this
clicking problem by setting the HQBuffersMax registry entry to
something that is higher than the "normal" number of the concurrent
buffers but lower than the peak number. When the threshold is crossed,
something interesting (I guess, a click) should happen with the sound,
and I also want to know what exactly :)

Alexander E. Patrakov

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