Clock Signal: Difference between revisions
Ilyagredasov (talk | contribs) No edit summary Tags: Mobile edit Mobile web edit |
Ilyagredasov (talk | contribs) No edit summary Tags: Mobile edit Mobile web edit |
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Sound emulation is generally performed by internal generation of original megahertz-rate audio, which is resampled to the output frequency of the host computer. Therefore just as the video can scale up to modern low-latency high-refresh-rate displays, the audio can scale up to digital output rates such as 96Khz and 192Khz. | Sound emulation is generally performed by internal generation of original megahertz-rate audio, which is resampled to the output frequency of the host computer. Therefore just as the video can scale up to modern low-latency high-refresh-rate displays, the audio can scale up to digital output rates such as 96Khz and 192Khz. | ||
Filling sound packets is an independent trigger of emulation — the emulated machines will run to make sure they're up to date when the display needs a new frame, and they'll also run to produce the next packet of audio when the previous has been consumed. | Filling sound packets is an independent trigger of emulation — the emulated machines will run to make sure they're up-to-date when the display needs a new frame, and they'll also run to produce the next packet of audio when the previous has been consumed. | ||
That generally allows the emulator to maintain audio latency guarantees completely decoupled from the frame rate. It aims for between 5 and 10ms of audio latency. | That generally allows the emulator to maintain audio latency guarantees completely decoupled from the frame rate. It aims for between 5 and 10ms of audio latency. | ||