dsound: Correct amount of buffers used for playing.
Fixes regression caused by ce06de4208
Amount of time per buffer was doubled, but amount of buffers wasn't
halved, so latency was doubled.
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@ -1140,7 +1140,7 @@ IDirectSoundCaptureBufferImpl_Start(
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if (device->buffer) {
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int c;
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DWORD blocksize = 4 * DSOUND_fraglen(device->pwfx->nSamplesPerSec, device->pwfx->nBlockAlign);
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DWORD blocksize = DSOUND_fraglen(device->pwfx->nSamplesPerSec, device->pwfx->nBlockAlign);
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device->nrofpwaves = device->buflen / blocksize + !!(device->buflen % blocksize);
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TRACE("nrofpwaves=%d\n", device->nrofpwaves);
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@ -91,8 +91,8 @@ HRESULT mmErr(UINT err)
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/* All default settings, you most likely don't want to touch these, see wiki on UsefulRegistryKeys */
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int ds_emuldriver = 0;
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int ds_hel_buflen = 32768 * 2;
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int ds_snd_queue_max = 20;
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int ds_snd_queue_min = 14;
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int ds_snd_queue_max = 10;
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int ds_snd_queue_min = 6;
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int ds_snd_shadow_maxsize = 2;
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int ds_hw_accel = DS_HW_ACCEL_FULL;
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int ds_default_playback = 0;
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