AudioCore: Use nanoseconds instead of cycles for buffer time.
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		| @@ -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() { | ||||
|   | ||||
| @@ -96,7 +96,7 @@ private: | ||||
|     void ReleaseActiveBuffer(); | ||||
|  | ||||
|     /// Gets the number of core cycles when the specified buffer will be released | ||||
|     s64 GetBufferReleaseCycles(const Buffer& buffer) const; | ||||
|     s64 GetBufferReleaseNS(const Buffer& buffer) const; | ||||
|  | ||||
|     u32 sample_rate;                  ///< Sample rate of the stream | ||||
|     Format format;                    ///< Format of the stream | ||||
|   | ||||
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