[Scummvm-git-logs] scummvm master -> 8fa2f590bdcd8f1053959aca0a355cad67824129

mikrosk noreply at scummvm.org
Mon Apr 20 11:27:53 UTC 2026


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Summary:
8fa2f590bd BACKENDS: ATARI: Clarify "gaudio" debugflags


Commit: 8fa2f590bdcd8f1053959aca0a355cad67824129
    https://github.com/scummvm/scummvm/commit/8fa2f590bdcd8f1053959aca0a355cad67824129
Author: Miro Kropacek (miro.kropacek at gmail.com)
Date: 2026-04-20T21:27:40+10:00

Commit Message:
BACKENDS: ATARI: Clarify "gaudio" debugflags

Changed paths:
    backends/platform/atari/readme.txt
    backends/platform/atari/readme.txt.in


diff --git a/backends/platform/atari/readme.txt b/backends/platform/atari/readme.txt
index 9e90ef09f6e..cd640f9d230 100644
--- a/backends/platform/atari/readme.txt
+++ b/backends/platform/atari/readme.txt
@@ -168,10 +168,6 @@ value.
 that Falcon doesn't allow mixing in 16-bit mono, so this will have no effect on
 this machine.
 
-"print_rate" in scummvm.ini: used for optimising sample playback (where
-available). It prints input and output sample format as well as the name of the
-converter used. See below for details.
-
 "audio_buffer_size" in scummvm.ini: number of samples to preload. Default is
 2048 which equals to about 83ms of audio lag and seems to be about right for
 most games on my CT60 at 66 MHz.
@@ -180,6 +176,10 @@ If you want to play with "audio_buffer_size", the rule of thumb is: (lag in ms)
 = (audio_buffer_size / output_rate) * 1000. But it's totally OK just to double
 the samples value to get rid of stuttering in a heavier game.
 
+"gaudio" debug channel: used for optimising sample playback (where
+available). It prints input and output sample format as well as the name of the
+converter used. See below for details.
+
 
 Graphics modes
 --------------
@@ -446,9 +446,10 @@ frequencies):
 - Any other combination: "interpolateConvert" (slowest).
 
 So how do you know which frequency to set as "output_rate" ? This is where
-"print_rate" comes to rescue. Enabling this option in scummvm.ini will tell you
-for each game which sample converters are being used and for what input/values.
-So you can easily verify whether the given game's demands match your setting.
+"gaudio" debug channel comes to rescue. Executing ScummVM as
+"scummvm.prg --debugflags=gaudio" will tell you for each game which sample
+converters are being used and for what input/values. So you can easily verify
+whether the given game's demands match your setting.
 
 Unfortunately, currently per-game "output_rate" / "output_channels" is not
 possible but this may change in the future.
diff --git a/backends/platform/atari/readme.txt.in b/backends/platform/atari/readme.txt.in
index e3a0fbc5758..ef5bec0c5b0 100644
--- a/backends/platform/atari/readme.txt.in
+++ b/backends/platform/atari/readme.txt.in
@@ -168,10 +168,6 @@ value.
 that Falcon doesn't allow mixing in 16-bit mono, so this will have no effect on
 this machine.
 
-"print_rate" in scummvm.ini: used for optimising sample playback (where
-available). It prints input and output sample format as well as the name of the
-converter used. See below for details.
-
 "audio_buffer_size" in scummvm.ini: number of samples to preload. Default is
 2048 which equals to about 83ms of audio lag and seems to be about right for
 most games on my CT60 at 66 MHz.
@@ -180,6 +176,10 @@ If you want to play with "audio_buffer_size", the rule of thumb is: (lag in ms)
 = (audio_buffer_size / output_rate) * 1000. But it's totally OK just to double
 the samples value to get rid of stuttering in a heavier game.
 
+"gaudio" debug channel: used for optimising sample playback (where
+available). It prints input and output sample format as well as the name of the
+converter used. See below for details.
+
 
 Graphics modes
 --------------
@@ -446,9 +446,10 @@ frequencies):
 - Any other combination: "interpolateConvert" (slowest).
 
 So how do you know which frequency to set as "output_rate" ? This is where
-"print_rate" comes to rescue. Enabling this option in scummvm.ini will tell you
-for each game which sample converters are being used and for what input/values.
-So you can easily verify whether the given game's demands match your setting.
+"gaudio" debug channel comes to rescue. Executing ScummVM as
+"scummvm.prg --debugflags=gaudio" will tell you for each game which sample
+converters are being used and for what input/values. So you can easily verify
+whether the given game's demands match your setting.
 
 Unfortunately, currently per-game "output_rate" / "output_channels" is not
 possible but this may change in the future.




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