Increased samples per frame and readded malloc system

This commit is contained in:
KiritoDv 2024-10-29 08:12:39 -06:00
parent 9c9aca051d
commit 2ee034b16e
2 changed files with 4 additions and 3 deletions

View File

@ -42,7 +42,7 @@ void AudioThread_CreateNextAudioBuffer(int16_t *samples, uint32_t num_samples);
GameEngine* GameEngine::Instance;
static GamePool MemoryPool = {
.chunk = 2048,
.chunk = 1024 * 20,
.cursor = 0,
.length = 0,
.memory = nullptr
@ -437,7 +437,8 @@ extern "C" int32_t OTRConvertHUDXToScreenX(int32_t v) {
extern "C" void* GameEngine_Malloc(size_t size) {
// This is really wrong
return malloc(size);
// return malloc(size);
// TODO: Kenix please take a look at this, i think it works but you are better at this
const auto chunk = MemoryPool.chunk;

View File

@ -19,7 +19,7 @@ struct GamePool {
#define SAMPLES_LOW 528
#define AUDIO_FRAMES_PER_UPDATE 2
#define NUM_AUDIO_CHANNELS 2
#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 2)
#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
class GameEngine {
public: