Last update before the updates will actually become substantive. I've settled on an InputRate of 31942 (in the previous build it was 31968). Somewhere inbetween 31942 - 39150 must be the perfect value somewhere. At the very least the sound pops that we still got with the previous build are gone with the new SoundInputRate.
If you push the SoundInputRate too low, you will get missing frames - if you push it too high, you will get audio pops, so it's a delicate balance. (31968 had audio pops, 31894 had noticeable missing frames)
I think this value is the closest to perfection we're gonna get for now. There is no more lag, there are no more sound pops, and so it actually looks and sounds like a real SNES.
SNES9x PS3 Square Build 4.2 (with SRC)
Code:
Build 4.2
- Changed:
*Set SoundInputRate at 31942 (previous setting was 31968), seems to remove the sound pops. Sound seems to be pretty much perfect now - perhaps later on return to this and find the ideal value somewhere inbetween 31942 - 31950.

Originally Posted by
limnique
squarepusher2, it's possible to add some in game menu for rom selecting?
Why would you want to do it that way? Typically, most console ports of SNES9x first have you exit the ROM you're currently playing (like pressing on the right analog stick as a button) and then selecting Quit Game, which returns you to the ROM Browser.
xSNES9x (on Xbox 1) had an UI menu that you could pop up by pressing the right analog stick (pressing it as a button) and from there you could select a savestate position, quit the game or set the screen filters.
Anyway, many hands make light work. I think it's progress that a day ago, we had sound pops, sound crackling and whatnot, while today - by simply applying a few patches properly - all these issues have dissipated like smoke. It actually looks and sounds like a real SNES now. I think that was more important to get right rather than implementing all sorts of features and having to deal with finding the right SoundInputRate weeks later - and because of that you wouldn't be sure whether it was your implementation that was to blame for the lag and the sound issues or whether it was down to the emulator itself.