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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-28 16:49:58 -06:00
The Mega Change Of Doom - or, fixing Stop. Almost. At least it's better than before. However, the OpenGL plugin seems to lose textures a lot between game restarts :P I think the GL plugin needs to do a lot more cleanup.
This change also includes tons of minor code formatting cleanup. Yeah, should've separated it ... sorry :( Kills the old CPUCompare support. I'll resurrect it if I need it again, right now it mostly clutters the code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2321 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -31,7 +31,8 @@ void AOSound::SoundLoop()
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format.byte_format = AO_FMT_LITTLE;
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device = ao_open_live(default_driver, &format, NULL /* no options */);
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if (device == NULL) {
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if (!device)
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{
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PanicAlert("DSP_HLE: Error opening AO device.\n");
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ao_shutdown();
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Stop();
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@ -40,23 +41,26 @@ void AOSound::SoundLoop()
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buf_size = format.bits/8 * format.channels * format.rate;
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while (!threadData) {
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soundCriticalSection->Enter();
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uint_32 numBytesToRender = 256;
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(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2);
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ao_play(device, (char*)realtimeBuffer, numBytesToRender);
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soundCriticalSection->Leave();
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soundSyncEvent->Wait();
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}
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while (!threadData)
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{
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soundCriticalSection->Enter();
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uint_32 numBytesToRender = 256;
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(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2);
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ao_play(device, (char*)realtimeBuffer, numBytesToRender);
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soundCriticalSection->Leave();
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soundSyncEvent->Wait();
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}
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}
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void *soundThread(void *args) {
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void *soundThread(void *args)
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{
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((AOSound *)args)->SoundLoop();
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return NULL;
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}
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bool AOSound::Start() {
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bool AOSound::Start()
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{
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memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
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soundSyncEvent = new Common::Event();
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@ -68,7 +72,8 @@ bool AOSound::Start() {
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return true;
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}
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void AOSound::Update() {
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void AOSound::Update()
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{
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soundSyncEvent->Set();
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}
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