Fix subtle bug in renderSound
Bug as follows: renderSound was true when any of the following: _currAviWriter!=null&&_currAviWriter.UsesAudio !IsTurboing || _currAviWriter!=null So, if _currAviWriter!=null, it didn't matter if it has the UsesAudio flag on or not.
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@ -2731,7 +2731,6 @@ namespace BizHawk.Client.EmuHawk
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float atten = 0;
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var coreskipaudio = false;
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if (runFrame || force)
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{
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var isFastForwarding = Global.ClientControls["Fast Forward"] || IsTurboing;
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@ -2824,19 +2823,12 @@ namespace BizHawk.Client.EmuHawk
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Global.MovieSession.HandleMovieOnFrameLoop();
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coreskipaudio = IsTurboing && _currAviWriter == null;
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//why not skip audio if the user doesnt want sound
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if (!Global.Config.SoundEnabled)
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coreskipaudio = true;
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bool renderSound = Global.Config.SoundEnabled || !IsTurboing;
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renderSound |= (_currAviWriter != null && _currAviWriter.UsesAudio);
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{
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bool render = !_throttle.skipnextframe;
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bool renderSound = !coreskipaudio;
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if (_currAviWriter != null && _currAviWriter.UsesVideo) render = true;
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if (_currAviWriter != null && _currAviWriter.UsesAudio) renderSound = true;
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Global.Emulator.FrameAdvance(render, renderSound);
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}
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bool render = !_throttle.skipnextframe || (_currAviWriter != null && _currAviWriter.UsesVideo);
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Global.Emulator.FrameAdvance(render, renderSound);
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Global.MovieSession.HandleMovieAfterFrameLoop();
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