diff --git a/dlls/dsound/dsound_main.c b/dlls/dsound/dsound_main.c index c832143fbe4..115f0199c0f 100644 --- a/dlls/dsound/dsound_main.c +++ b/dlls/dsound/dsound_main.c @@ -49,7 +49,10 @@ DEFAULT_DEBUG_CHANNEL(dsound); /* these are eligible for tuning... they must be high on slow machines... */ /* especially since the WINMM overhead is pretty high, and could be improved quite a bit; - * the high DS_HEL_MARGIN reflects the currently high wineoss/HEL latency */ + * the high DS_HEL_MARGIN reflects the currently high wineoss/HEL latency + * some settings here should probably get ported to wine.conf */ +#define DS_EMULDRIVER 1 /* some games (Quake 2, UT) refuse to accept + emulated dsound devices. set to 0 ! */ #define DS_HEL_FRAGS 48 /* HEL only: number of waveOut fragments in primary buffer */ #define DS_HEL_QUEUE 28 /* HEL only: number of waveOut fragments to prebuffer */ /* (Starcraft videos won't work with higher than 32 x10ms) */ @@ -3057,8 +3060,10 @@ HRESULT WINAPI DirectSoundCreate(REFGUID lpGUID,LPDIRECTSOUND *ppDS,IUnknown *pU unsigned c; /* FIXME: look at wcaps */ - (*ippDS)->drvcaps.dwFlags = DSCAPS_EMULDRIVER | + (*ippDS)->drvcaps.dwFlags = DSCAPS_PRIMARY16BIT | DSCAPS_PRIMARYSTEREO; + if (DS_EMULDRIVER) + (*ippDS)->drvcaps.dwFlags |= DSCAPS_EMULDRIVER; /* Allocate memory for HEL buffer headers */ for (c=0; c