From 3f7f423306a136e0b33509699e012b13b33ce604 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mat=C3=ADas=20Locatti?= <42481638+goldenx86@users.noreply.github.com> Date: Tue, 13 Jul 2021 15:47:53 -0300 Subject: [PATCH] Update index.md --- site/content/entry/yuzu-progress-report-jun-2021/index.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/site/content/entry/yuzu-progress-report-jun-2021/index.md b/site/content/entry/yuzu-progress-report-jun-2021/index.md index 02f67a04..26d748b9 100644 --- a/site/content/entry/yuzu-progress-report-jun-2021/index.md +++ b/site/content/entry/yuzu-progress-report-jun-2021/index.md @@ -109,7 +109,7 @@ Some titles — particularly those running at fixed frame rate of 30 FPS — wou Here's `Hellblade: Senua's Sacrifice` in the old implementation: -{{< audio "./audiobug.ogg" >}} +{{< audio "./audiobug.mp3" >}} By [decoupling the processing and sending of audio samples from the update function](https://github.com/yuzu-emu/yuzu/pull/6498), the games now will be able to call the update function every time they need it (a process that yuzu can't control), while a separate audio thread will process the sample data and send it to the sink. With this new implementation, yuzu is now capable of schedule the rate at which it will be sending this audio information based on the `sample rate` and the `sample count`. @@ -117,7 +117,7 @@ For example: if a game is using a 48 kHz `sample rate` with a `sample count` of And here's `Hellblade: Senua's Sacrifice` again with the current fixes: -{{< audio "./audiofix.ogg" >}} +{{< audio "./audiofix.mp3" >}} ## Graphical improvements