mirror of https://github.com/snes9xgit/snes9x.git
Remove S9xFinalizeSamples.
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@ -120,10 +120,6 @@ int S9xGetSampleCount(void)
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return spc::resampler->avail();
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return spc::resampler->avail();
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}
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}
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void S9xFinalizeSamples(void)
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{
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}
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void S9xLandSamples(void)
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void S9xLandSamples(void)
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{
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{
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if (spc::callback != NULL)
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if (spc::callback != NULL)
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@ -24,7 +24,6 @@ void S9xAPUExecute (void);
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void S9xAPUEndScanline (void);
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void S9xAPUEndScanline (void);
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void S9xAPUSetReferenceTime (int32);
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void S9xAPUSetReferenceTime (int32);
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void S9xAPUTimingSetSpeedup (int);
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void S9xAPUTimingSetSpeedup (int);
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void S9xAPUAllowTimeOverflow (bool);
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void S9xAPULoadState (uint8 *);
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void S9xAPULoadState (uint8 *);
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void S9xAPULoadBlarggState(uint8 *oldblock);
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void S9xAPULoadBlarggState(uint8 *oldblock);
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void S9xAPUSaveState (uint8 *);
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void S9xAPUSaveState (uint8 *);
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@ -39,7 +38,6 @@ int S9xGetSampleCount (void);
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void S9xSetSoundControl (uint8);
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void S9xSetSoundControl (uint8);
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void S9xSetSoundMute (bool8);
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void S9xSetSoundMute (bool8);
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void S9xLandSamples (void);
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void S9xLandSamples (void);
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void S9xFinalizeSamples (void);
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void S9xClearSamples (void);
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void S9xClearSamples (void);
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bool8 S9xMixSamples (uint8 *, int);
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bool8 S9xMixSamples (uint8 *, int);
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void S9xSetSamplesAvailableCallback (apu_callback, void *);
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void S9xSetSamplesAvailableCallback (apu_callback, void *);
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@ -176,7 +176,6 @@ void S9xAlsaSoundDriver::samples_available()
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output_buffer_size);
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output_buffer_size);
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}
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}
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S9xFinalizeSamples();
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int snes_frames_available = S9xGetSampleCount() >> 1;
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int snes_frames_available = S9xGetSampleCount() >> 1;
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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@ -164,8 +164,6 @@ void S9xOSSSoundDriver::samples_available()
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S9xUpdateDynamicRate(info.bytes, output_buffer_size);
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S9xUpdateDynamicRate(info.bytes, output_buffer_size);
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}
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}
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S9xFinalizeSamples();
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samples_to_write = S9xGetSampleCount();
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samples_to_write = S9xGetSampleCount();
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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@ -187,7 +187,6 @@ void S9xPortAudioSoundDriver::samples_available()
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S9xUpdateDynamicRate(frames_to_bytes(frames), output_buffer_size);
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S9xUpdateDynamicRate(frames_to_bytes(frames), output_buffer_size);
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}
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}
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S9xFinalizeSamples();
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int snes_frames_available = S9xGetSampleCount() >> 1;
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int snes_frames_available = S9xGetSampleCount() >> 1;
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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@ -224,8 +224,6 @@ void S9xPulseSoundDriver::samples_available()
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S9xUpdateDynamicRate(bytes, buffer_size);
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S9xUpdateDynamicRate(bytes, buffer_size);
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}
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}
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S9xFinalizeSamples();
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samples = S9xGetSampleCount();
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samples = S9xGetSampleCount();
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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if (Settings.DynamicRateControl && !Settings.SoundSync)
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@ -612,7 +612,6 @@ static void S9xAudioCallback(void*)
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// 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.
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// 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.
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static int16_t audio_buf[BUFFER_SIZE];
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static int16_t audio_buf[BUFFER_SIZE];
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S9xFinalizeSamples();
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size_t avail = S9xGetSampleCount();
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size_t avail = S9xGetSampleCount();
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while (avail >= BUFFER_SIZE)
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while (avail >= BUFFER_SIZE)
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{
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{
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@ -288,8 +288,6 @@ void CXAudio2::ProcessSound()
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S9xUpdateDynamicRate(freeBytes, sum_bufferSize);
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S9xUpdateDynamicRate(freeBytes, sum_bufferSize);
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}
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}
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S9xFinalizeSamples();
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UINT32 availableSamples;
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UINT32 availableSamples;
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availableSamples = S9xGetSampleCount();
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availableSamples = S9xGetSampleCount();
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@ -29,9 +29,10 @@ public:
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// SetVolume should set a new volume level (between 0.0 and 1.0)
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// SetVolume should set a new volume level (between 0.0 and 1.0)
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virtual void SetVolume(double volume) = 0;
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virtual void SetVolume(double volume) = 0;
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// ProcessSound should call S9xFinalizeSamples and queue new available samples into the
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// ProcessSound should queue new available samples into the Host sound
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// Host sound system. If the sound system is callback based, ProcessSound should do a syncronized
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// system. If the sound system is callback based, ProcessSound should move
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// S9xFinalizeSamples and return.
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// all samples into a buffer that the callback can read, using a critical
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// section while accessing that buffer for thread-safety.
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virtual void ProcessSound()=0;
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virtual void ProcessSound()=0;
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// GetDeviceList should return a list of device strings that can be displayed in a dropdown
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// GetDeviceList should return a list of device strings that can be displayed in a dropdown
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