diff --git a/stepmania/src/arch/Sound/RageSoundDriver_Generic_Software.cpp b/stepmania/src/arch/Sound/RageSoundDriver_Generic_Software.cpp index 5aa62508c8..2bfba19282 100644 --- a/stepmania/src/arch/Sound/RageSoundDriver_Generic_Software.cpp +++ b/stepmania/src/arch/Sound/RageSoundDriver_Generic_Software.cpp @@ -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 )