From cf078067e7caf3568d7f10efe79892c5a835c445 Mon Sep 17 00:00:00 2001 From: Ignacio Farias Date: Tue, 17 Aug 2010 15:45:12 +0000 Subject: [PATCH] Reverted change from r6100 to previous version. That thing broke some games audios. With audio throttle off, possessing audio was disabled. Now I'm working on a workaround, stay tunned. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6106 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Core/AudioCommon/Src/Mixer.cpp | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/Source/Core/AudioCommon/Src/Mixer.cpp b/Source/Core/AudioCommon/Src/Mixer.cpp index ff048dbdab..36a3030707 100644 --- a/Source/Core/AudioCommon/Src/Mixer.cpp +++ b/Source/Core/AudioCommon/Src/Mixer.cpp @@ -136,14 +136,7 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples) void CMixer::PushSamples(short *samples, unsigned int num_samples) { - // Audio Throttle is off. On Ayuanx commit 4717, it is used to write Other Audio. - // I've just bring that back, and games like Donkey Kong Jungle Beat (WII) now will - // work properly without using Audio Throttle. - if (!m_throttle) - { - return; - } - else + if (m_throttle) { // The auto throttle function. This loop will put a ceiling on the CPU MHz. while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)