ref: bc165d0f0a54be959821161045ad64917b0cbed6
parent: 7b1661dcf972717bdc787f7e5f44717a7239afaa
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Sep 3 22:26:31 EDT 2020
Remove Organya-sleeping Turns out that 'Sleep' call is ran on the *main* thread. I have absolutely no idea why the game does this.
--- a/src/Backends/Audio.h
+++ b/src/Backends/Audio.h
@@ -20,4 +20,3 @@
void AudioBackend_SetOrganyaCallback(void (*callback)(void));
void AudioBackend_SetOrganyaTimer(unsigned int milliseconds);
-void AudioBackend_SleepOrganya(unsigned int milliseconds);
--- a/src/Backends/Audio/SoftwareMixer.cpp
+++ b/src/Backends/Audio/SoftwareMixer.cpp
@@ -11,7 +11,6 @@
static void (*organya_callback)(void);
static unsigned int organya_callback_timer_master;
-static unsigned int organya_sleep_timer;
static void MixSoundsAndUpdateOrganya(long *stream, size_t frames_total)
{
@@ -32,19 +31,6 @@
// Instead, we can just do this.
unsigned int frames_done = 0;
- // Don't process Organya when it's meant to be sleeping
- const unsigned int frames_to_do = MIN(organya_sleep_timer, frames_total - frames_done);
-
- if (frames_to_do != 0)
- {
- SoftwareMixerBackend_LockMixerMutex();
- Mixer_MixSounds(stream, frames_to_do);
- SoftwareMixerBackend_UnlockMixerMutex();
-
- frames_done += frames_to_do;
- organya_sleep_timer -= frames_to_do;
- }
-
while (frames_done != frames_total)
{
static unsigned long organya_callback_timer;
@@ -200,15 +186,6 @@
SoftwareMixerBackend_LockOrganyaMutex();
organya_callback_timer_master = (milliseconds * output_frequency) / 1000; // convert milliseconds to audio frames
-
- SoftwareMixerBackend_UnlockOrganyaMutex();
-}
-
-void AudioBackend_SleepOrganya(unsigned int milliseconds)
-{
- SoftwareMixerBackend_LockOrganyaMutex();
-
- organya_sleep_timer = (milliseconds * output_frequency) / 1000; // convert milliseconds to audio frames
SoftwareMixerBackend_UnlockOrganyaMutex();
}
--- a/src/Organya.cpp
+++ b/src/Organya.cpp
@@ -868,7 +868,7 @@
memset(key_on, 0, sizeof(key_on));
memset(key_twin, 0, sizeof(key_twin));
- AudioBackend_SleepOrganya(100);
+ //Sleep(100);
}
void SetOrganyaFadeout(void)