disable audio threading until it seems stable

This commit is contained in:
Isaac0-dev 2024-11-28 06:49:34 +10:00
parent c63e28c28c
commit 50b727b41b

View file

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