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-rw-r--r--packages/voip/mumble/files/higher_opus_complexity.patch12
1 files changed, 6 insertions, 6 deletions
diff --git a/packages/voip/mumble/files/higher_opus_complexity.patch b/packages/voip/mumble/files/higher_opus_complexity.patch
index 6a271ef..c1f37d0 100644
--- a/packages/voip/mumble/files/higher_opus_complexity.patch
+++ b/packages/voip/mumble/files/higher_opus_complexity.patch
@@ -1,12 +1,12 @@
diff --git a/src/mumble/AudioInput.cpp b/src/mumble/AudioInput.cpp
-index 62f6244e..afb95568 100644
+index 38d12dff6..f89f62633 100644
--- a/src/mumble/AudioInput.cpp
+++ b/src/mumble/AudioInput.cpp
-@@ -95,6 +95,7 @@ AudioInput::AudioInput() : opusBuffer(g.s.iFramesPerPacket * (SAMPLE_RATE / 100)
- }
+@@ -100,6 +100,7 @@ AudioInput::AudioInput() : opusBuffer(g.s.iFramesPerPacket * (SAMPLE_RATE / 100)
+ }
- opus_encoder_ctl(opusState, OPUS_SET_VBR(0)); // CBR
-+ opus_encoder_ctl(opusState, OPUS_SET_COMPLEXITY(10)); //common, this should work just fine on high end gamer machine (and on low and too ...)
+ oCodec->opus_encoder_ctl(opusState, OPUS_SET_VBR(0)); // CBR
++ oCodec->opus_encoder_ctl(opusState, OPUS_SET_COMPLEXITY(10)); // more efficient comression
+ }
#endif
- qWarning("AudioInput: %d bits/s, %d hz, %d sample", iAudioQuality, iSampleRate, iFrameSize);