C64 Audio on Android mobile web #1127
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I didn't want to create a bug issue, rather ask here first. I'm aware this is probably because the CPU or GPU or idk what, can't supply enough "compute" to correctly, cycle-accurate render audio. Is there anything that can be done to improve that? |
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Not likely that's there's anything that can be done, mobile webassembly just can't keep up |
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Not likely that's there's anything that can be done, mobile webassembly just can't keep up