diff --git a/dlls/dsound/dsound_main.c b/dlls/dsound/dsound_main.c index 1f6dd263c9b..483d51b3ce6 100644 --- a/dlls/dsound/dsound_main.c +++ b/dlls/dsound/dsound_main.c @@ -61,9 +61,9 @@ WINE_DEFAULT_DEBUG_CHANNEL(dsound); /* some stuff may get more responsive with lower values though... */ #define DS_EMULDRIVER 0 /* some games (Quake 2, UT) refuse to accept emulated dsound devices. set to 0 ! */ -#define DS_HEL_MARGIN 5 /* HEL only: number of waveOut fragments ahead to mix in new buffers +#define DS_HEL_MARGIN 2 /* HEL only: number of waveOut fragments ahead to mix in new buffers * (keep this close or equal to DS_HEL_QUEUE for best results) */ -#define DS_HEL_QUEUE 5 /* HEL only: number of waveOut fragments ahead to queue to driver +#define DS_HEL_QUEUE 2 /* HEL only: number of waveOut fragments ahead to queue to driver * (this will affect HEL sound reliability and latency) */ #define DS_SND_QUEUE_MAX 10 /* max number of fragments to prebuffer */ diff --git a/dlls/dsound/dsound_private.h b/dlls/dsound/dsound_private.h index ee2c9ec06b1..42437a2b37c 100644 --- a/dlls/dsound/dsound_private.h +++ b/dlls/dsound/dsound_private.h @@ -24,7 +24,7 @@ #define DS_TIME_DEL 10 /* Delay of multimedia timer callback, and duration of HEL fragment */ #define DS_HEL_BUFLEN 0x8000 /* HEL: The buffer length of the emulated buffer */ -#define DS_HEL_FRAGS 0x40 /* HEL only: number of waveOut fragments in primary buffer +#define DS_HEL_FRAGS 0x10 /* HEL only: number of waveOut fragments in primary buffer * (changing this won't help you) */ /* direct sound hardware acceleration levels */