a) will try right now; Was using the first JIT
b) Performance reasons.... On old days of emulation (Pentium computers), usually sound eated most of the processor for the emulation so thats why I asked...
a) Alright, but in the future, please at least check the opening post (OP) to see if what you're running is still the latest - I put the date in ISO 8601 format in the OPK's name.
b) You're probably right about old emulators for even older systems having more CPU-intensive audio. The SNES, in particular, had 8 independent sample-based channels that could be panned (stereo), echoed, and frequency modulated, and this was
very taxing to emulate.
However, the N64 uses relatively simple sound compared to its graphics. On the GCW Zero, time spent in audio emulation (including the emulation itself and the forwarding to audio hardware) is around 5%, and graphics emulation time (including the emulation itself, the preparation for forwarding to graphics hardware, the forwarding itself, and graphics driver code) is 40%-60%.
The graphics are the current bottleneck.