audio: Use bigger buffers for mobiles

This commit is contained in:
Hajime Hoshi 2018-06-09 18:14:18 +09:00
parent 1d88706955
commit 91958d24ef
3 changed files with 48 additions and 3 deletions

View File

@ -234,9 +234,7 @@ func (c *Context) loop() {
// e.g. a variable for JVM on Android might not be set.
<-initCh
// On most desktop environments, 4096 [bytes] is enough
// but there are some known environment that is too short (e.g. Windows on Parallels, iOS).
p, err := oto.NewPlayer(c.sampleRate, channelNum, bytesPerSample, 8192)
p, err := oto.NewPlayer(c.sampleRate, channelNum, bytesPerSample, bufferSize())
if err != nil {
c.err = err
return

View File

@ -0,0 +1,23 @@
// Copyright 2018 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build android ios
package audio
func bufferSize() int {
// From the experience of Daigo's games (e.g. Clock of Atonement),
// 8192 is not enough on mobile devices. Use x1.5 value.
return 12288
}

View File

@ -0,0 +1,24 @@
// Copyright 2018 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build !android
// +build !ios
package audio
func bufferSize() int {
// On most desktop environments, 4096 [bytes] is enough
// but there are some known environment that is too short (e.g. Windows on Parallels).
return 8192
}