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
This commit is contained in:
parent
9080e09a45
commit
cf078067e7
|
@ -136,14 +136,7 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
|
||||||
|
|
||||||
void CMixer::PushSamples(short *samples, unsigned int num_samples)
|
void CMixer::PushSamples(short *samples, unsigned int num_samples)
|
||||||
{
|
{
|
||||||
// Audio Throttle is off. On Ayuanx commit 4717, it is used to write Other Audio.
|
if (m_throttle)
|
||||||
// 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
|
|
||||||
{
|
{
|
||||||
// The auto throttle function. This loop will put a ceiling on the CPU MHz.
|
// The auto throttle function. This loop will put a ceiling on the CPU MHz.
|
||||||
while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)
|
while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)
|
||||||
|
|
Loading…
Reference in New Issue