remove comment

This commit is contained in:
Glenn Maynard
2006-12-22 21:49:53 +00:00
parent 9a29ffb77d
commit 2c811073d6
@@ -195,18 +195,6 @@ void RageSound_Generic_Software::DecodeThread()
m_Sounds[i].m_fVolume = m_Sounds[i].m_pSound->GetAbsoluteVolume();
}
/*
* If a buffer is low on data, keep filling until it has a reasonable amount.
* However, once beyond a certain threshold, clamp the rate at which we fill
* it. For example, if the threshold is 4k frames, and we have a 32k frame
* buffer, fill the buffer as fast as we can until it reaches 4k frames; but
* beyond that point, only fill it at a rate relative to realtime (for example,
* at 2x realtime).
*
* This allows a stream to have a large buffer, for higher reliability, without
* causing major CPU bursts when the stream starts or underruns. (Filling 32k
* takes more CPU than filling 4k frames, and may cause a gameplay skip.)
*/
for( unsigned i = 0; i < ARRAYLEN(m_Sounds); ++i )
{
if( m_Sounds[i].m_State != Sound::PLAYING )