|
|
@@ -59,11 +59,11 @@ Stream::State Stream::GetState() const {
|
|
|
return state;
|
|
|
}
|
|
|
|
|
|
-s64 Stream::GetBufferReleaseCycles(const Buffer& buffer) const {
|
|
|
+s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
|
|
|
const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
|
|
|
- const auto us =
|
|
|
- std::chrono::microseconds((static_cast<u64>(num_samples) * 1000000) / sample_rate);
|
|
|
- return Core::Timing::usToCycles(us);
|
|
|
+ const auto ns =
|
|
|
+ std::chrono::nanoseconds((static_cast<u64>(num_samples) * 1000000000ULL) / sample_rate);
|
|
|
+ return ns.count();
|
|
|
}
|
|
|
|
|
|
static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
|
|
|
@@ -105,7 +105,7 @@ void Stream::PlayNextBuffer() {
|
|
|
|
|
|
sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
|
|
|
|
|
|
- core_timing.ScheduleEvent(GetBufferReleaseCycles(*active_buffer), release_event, {});
|
|
|
+ core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
|
|
|
}
|
|
|
|
|
|
void Stream::ReleaseActiveBuffer() {
|