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