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https://github.com/coop-deluxe/sm64coopdx.git
synced 2025-10-30 08:01:01 +00:00
disable audio threading until it seems stable
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parent
c63e28c28c
commit
50b727b41b
1 changed files with 11 additions and 11 deletions
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@ -192,16 +192,16 @@ void produce_interpolation_frames_and_delay(void) {
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: MAX(MIN((curTime - sFrameTimeStart) / (sFrameTargetTime - sFrameTimeStart), 1.0f), 0.0f)
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);
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gRenderingDelta = delta;
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gfx_start_frame();
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if (!gSkipInterpolationTitleScreen) { patch_interpolations(delta); }
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send_display_list(gGfxSPTask);
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gfx_end_frame();
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frames++;
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if (configUncappedFramerate) { continue; }
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// Delay if our framerate is capped.
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f64 targetDelta = 1.0 / (f64) configFrameLimit;
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f64 now = clock_elapsed_f64();
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@ -255,12 +255,12 @@ void *audio_thread(UNUSED void *arg) {
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// As long as we have an audio api and that we're threaded, Loop.
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while (audio_api) {
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f64 curTime = clock_elapsed_f64();
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// Buffer the audio.
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lock_mutex(&gAudioThread);
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buffer_audio();
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unlock_mutex(&gAudioThread);
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// Delay till the next frame for smooth audio at the correct speed.
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// delay
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f64 targetDelta = 1.0 / (f64)FRAMERATE;
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@ -271,10 +271,10 @@ void *audio_thread(UNUSED void *arg) {
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WAPI.delay((u32)delay);
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}
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}
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// Exit the thread if our loop breaks.
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exit_thread();
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return NULL;
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}
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@ -286,7 +286,7 @@ void produce_one_frame(void) {
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CTX_EXTENT(CTX_GAME_LOOP, game_loop_one_iteration);
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CTX_EXTENT(CTX_SMLUA, smlua_update);
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// If we aren't threaded
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if (gAudioThread.state == INVALID) {
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CTX_EXTENT(CTX_AUDIO, buffer_audio);
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@ -464,9 +464,9 @@ int main(int argc, char *argv[]) {
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if (!audio_api && audio_sdl.init()) { audio_api = &audio_sdl; }
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#endif
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if (!audio_api) { audio_api = &audio_null; }
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// Initialize the audio thread if possible.
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init_thread_handle(&gAudioThread, audio_thread, NULL, NULL, 0);
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// init_thread_handle(&gAudioThread, audio_thread, NULL, NULL, 0);
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#ifdef LOADING_SCREEN_SUPPORTED
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loading_screen_reset();
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@ -516,7 +516,7 @@ int main(int argc, char *argv[]) {
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fflush(stderr);
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#endif
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CTX_END(CTX_TOTAL);
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#ifdef DEVELOPMENT
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djui_ctx_display_update();
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#endif
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