Add per game configuration options (#6187)
* common: Move settings to common from core. - Removes a dependency on core and input_common from common. * code: Wrap settings values * Port from yuzu to allow per game settings * citra_qt: Initial per-game settings dialog * citra_qt: Use new API for read/save of config values * citra_qt: Per game audio settings * citra_qt: Per game graphics settings * citra_qt: Per game system settings * citra_qt: Per game general settings * citra_qt: Document and run clang format * citra_qt: Make icon smaller and centered * citra_qt: Remove version number * Not sure how to extract that, can always add it back later * citra_qt: Wrap UISettings * citra_qt: Fix unthottled fps setting * citra_qt: Remove margin in emulation tab * citra_qt: Implement some suggestions * Bring back speed switch hotkey * Allow configuration when game is running * Rename/adjust UI stuff * citra_qt: Fix build with separate windows * citra_qt: Address feedback * citra_qt: Log per-game settings before launching games * citra_qt: Add shader cache options * Also fix android build * citra_qt: Add DLC menu option * citra_qt: Run clang-format * citra_qt: Adjust for time offset * citra_qt: Implement suggestions * Run clang-format Co-authored-by: bunnei <bunneidev@gmail.com>
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92 changed files with 3171 additions and 1546 deletions
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@ -7,17 +7,18 @@
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#include "audio_core/sink.h"
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#include "audio_core/sink_details.h"
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#include "common/assert.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/dumping/backend.h"
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#include "core/settings.h"
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namespace AudioCore {
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DspInterface::DspInterface() = default;
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DspInterface::~DspInterface() = default;
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void DspInterface::SetSink(const std::string& sink_id, const std::string& audio_device) {
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sink = CreateSinkFromID(Settings::values.sink_id, Settings::values.audio_device_id);
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void DspInterface::SetSink(std::string_view sink_id, std::string_view audio_device) {
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sink = CreateSinkFromID(Settings::values.sink_id.GetValue(),
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Settings::values.audio_device_id.GetValue());
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sink->SetCallback(
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[this](s16* buffer, std::size_t num_frames) { OutputCallback(buffer, num_frames); });
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time_stretcher.SetOutputSampleRate(sink->GetNativeSampleRate());
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@ -94,7 +94,7 @@ public:
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virtual void UnloadComponent() = 0;
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/// Select the sink to use based on sink id.
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void SetSink(const std::string& sink_id, const std::string& audio_device);
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void SetSink(std::string_view sink_id, std::string_view audio_device);
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/// Get the current sink
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Sink& GetSink();
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/// Enable/Disable audio stretching.
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