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Documentation Index

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Azahar emulates the 3DS audio subsystem and routes sound through your host operating system. The audio settings let you pick an output backend that works well with your sound hardware, control volume, fine-tune synchronisation behaviour, and configure microphone input for games that use it. Open Emulation → Configure → Audio to access these options.

Audio emulation mode

The Emulation dropdown controls how accurately the 3DS’s Digital Signal Processor (DSP) firmware is emulated.
High-Level Emulation reimplements the DSP’s audio pipeline in software. It is fast and works for the vast majority of games. Use this unless you experience audio problems that only disappear with LLE.
Low-Level Emulation runs the actual 3DS DSP firmware. Audio behaviour matches real hardware more closely, but requires you to have the DSP firmware dumped from a real console. LLE uses noticeably more CPU.
Same as LLE but runs the DSP on a dedicated CPU thread. This reduces the performance impact on the main emulation thread.
LLE and LLE multi-core require DSP firmware files from a real 3DS. Running LLE without the firmware will produce no audio or will crash.

Output

Output type

The Output Type dropdown selects the audio backend Azahar uses to send audio to your operating system. Azahar includes the following sinks, each built from a separate backend library:
Uses the SDL2 library’s audio subsystem. SDL2 is widely supported and a good fallback if Cubeb does not work on your system.
Uses the OpenAL API. This backend is available on platforms where an OpenAL implementation is installed. It is generally higher latency than Cubeb but works on a broad range of hardware.
Discards all audio output. Use this when you want to run Azahar without any sound, or for testing purposes.

Output device

After selecting an output type, the Output Device dropdown lists the audio output devices available through that backend. Select the specific speakers, headphones, or virtual device you want Azahar to use.

Volume

The Volume slider controls Azahar’s output level from 0% to 100%. You can also select Use global volume to apply a single shared volume setting across all games, or Set volume to override it on a per-game basis.

Synchronisation options

Time-stretches audio playback to match the current emulation speed. When emulation runs slower than full speed, audio pitch is preserved but playback is slowed to stay in sync. This prevents audio stutter at the cost of slightly increased audio latency. Recommended for most users.
Plays audio at full speed regardless of emulation framerate. Audio continues at normal pitch and rate even when the emulated game runs below 100% speed. This avoids slowdown in audio but can cause the audio to desync from on-screen events when emulation is struggling.
Reports to the emulated 3DS that headphones are connected. Some games change their audio output mode (for example, switching from speakers to a stereo mix) when they detect headphones. Enable this if a game’s audio sounds incorrect or muffled.
Audio stretching and realtime audio address the same problem from different angles. You should enable one or the other, not both. Audio stretching is generally the better choice for games with dynamic framerates.

Microphone input

Some 3DS games use the built-in microphone—for example, to detect blowing or voice input. The Microphone section lets you route a real audio input device into the emulator.
SettingDescription
Input TypeSelects the source for microphone data (e.g., real device, static noise, silence)
Input DeviceChooses the specific audio input device when a real device input type is selected
After selecting an input type, the Input Device dropdown is populated with the audio input devices available through that backend. Select your microphone from the list.
If a game’s microphone-dependent feature is not working, check that your operating system has granted Azahar permission to access the microphone, and that the correct input device is selected.

Sound output mode

The Sound output mode option (found in System settings) mirrors the 3DS system setting and tells games whether to present audio as Mono, Stereo, or Surround. Some games adjust their internal audio mix based on this value. See System and Region Settings for details.

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