Remove S9xFinalizeSamples.

This commit is contained in:
Brandon Wright 2019-02-12 16:30:49 -06:00
parent a9a646eb60
commit 2164c86158
9 changed files with 4 additions and 18 deletions

View File

@ -120,10 +120,6 @@ int S9xGetSampleCount(void)
return spc::resampler->avail();
}
void S9xFinalizeSamples(void)
{
}
void S9xLandSamples(void)
{
if (spc::callback != NULL)

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@ -24,7 +24,6 @@ void S9xAPUExecute (void);
void S9xAPUEndScanline (void);
void S9xAPUSetReferenceTime (int32);
void S9xAPUTimingSetSpeedup (int);
void S9xAPUAllowTimeOverflow (bool);
void S9xAPULoadState (uint8 *);
void S9xAPULoadBlarggState(uint8 *oldblock);
void S9xAPUSaveState (uint8 *);
@ -39,7 +38,6 @@ int S9xGetSampleCount (void);
void S9xSetSoundControl (uint8);
void S9xSetSoundMute (bool8);
void S9xLandSamples (void);
void S9xFinalizeSamples (void);
void S9xClearSamples (void);
bool8 S9xMixSamples (uint8 *, int);
void S9xSetSamplesAvailableCallback (apu_callback, void *);

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@ -176,7 +176,6 @@ void S9xAlsaSoundDriver::samples_available()
output_buffer_size);
}
S9xFinalizeSamples();
int snes_frames_available = S9xGetSampleCount() >> 1;
if (Settings.DynamicRateControl && !Settings.SoundSync)

View File

@ -164,8 +164,6 @@ void S9xOSSSoundDriver::samples_available()
S9xUpdateDynamicRate(info.bytes, output_buffer_size);
}
S9xFinalizeSamples();
samples_to_write = S9xGetSampleCount();
if (Settings.DynamicRateControl && !Settings.SoundSync)

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@ -187,7 +187,6 @@ void S9xPortAudioSoundDriver::samples_available()
S9xUpdateDynamicRate(frames_to_bytes(frames), output_buffer_size);
}
S9xFinalizeSamples();
int snes_frames_available = S9xGetSampleCount() >> 1;
if (Settings.DynamicRateControl && !Settings.SoundSync)

View File

@ -224,8 +224,6 @@ void S9xPulseSoundDriver::samples_available()
S9xUpdateDynamicRate(bytes, buffer_size);
}
S9xFinalizeSamples();
samples = S9xGetSampleCount();
if (Settings.DynamicRateControl && !Settings.SoundSync)

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@ -612,7 +612,6 @@ static void S9xAudioCallback(void*)
// This is called every time 128 to 132 samples are generated, which happens about 8 times per frame. A buffer size of 256 samples is enough here.
static int16_t audio_buf[BUFFER_SIZE];
S9xFinalizeSamples();
size_t avail = S9xGetSampleCount();
while (avail >= BUFFER_SIZE)
{

View File

@ -288,8 +288,6 @@ void CXAudio2::ProcessSound()
S9xUpdateDynamicRate(freeBytes, sum_bufferSize);
}
S9xFinalizeSamples();
UINT32 availableSamples;
availableSamples = S9xGetSampleCount();

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@ -29,9 +29,10 @@ public:
// SetVolume should set a new volume level (between 0.0 and 1.0)
virtual void SetVolume(double volume) = 0;
// ProcessSound should call S9xFinalizeSamples and queue new available samples into the
// Host sound system. If the sound system is callback based, ProcessSound should do a syncronized
// S9xFinalizeSamples and return.
// ProcessSound should queue new available samples into the Host sound
// system. If the sound system is callback based, ProcessSound should move
// all samples into a buffer that the callback can read, using a critical
// section while accessing that buffer for thread-safety.
virtual void ProcessSound()=0;
// GetDeviceList should return a list of device strings that can be displayed in a dropdown