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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-06-08 19:46:05 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2023-08-17 14:45:17 +0200
commit6f1152bdbe1338998b41c51c5a39dc6dac28ae31 (patch)
tree10ae7ca78b0da733070802d1108f28ca3c2c21d4 /platform/web
parent281b7b9fdf033f391e6a2c2b1d777e61737ccb16 (diff)
downloadredot-engine-6f1152bdbe1338998b41c51c5a39dc6dac28ae31.tar.gz
Add a `--audio-output-latency` command-line argument
This allows optimizing the audio output latency on higher-end CPUs, especially in projects that do not expose a way to override this setting.
Diffstat (limited to 'platform/web')
-rw-r--r--platform/web/audio_driver_web.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/platform/web/audio_driver_web.cpp b/platform/web/audio_driver_web.cpp
index c6c67db3de..1298d28ebf 100644
--- a/platform/web/audio_driver_web.cpp
+++ b/platform/web/audio_driver_web.cpp
@@ -101,7 +101,7 @@ void AudioDriverWeb::_audio_driver_capture(int p_from, int p_samples) {
}
Error AudioDriverWeb::init() {
- int latency = GLOBAL_GET("audio/driver/output_latency");
+ int latency = Engine::get_singleton()->get_audio_output_latency();
if (!audio_context.inited) {
audio_context.mix_rate = _get_configured_mix_rate();
audio_context.channel_count = godot_audio_init(&audio_context.mix_rate, latency, &_state_change_callback, &_latency_update_callback);