diff options
| author | David Racine <bass_dr@hotmail.com> | 2026-06-14 14:06:44 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-06-14 18:06:44 +0000 |
| commit | 4415537deb9942ae7f2bb8d5fe458422b829bb1a (patch) | |
| tree | 14a65fe887d37c5edf563ffe536d1cf20a004d99 /soh/src/code/code_800FD970.c | |
| parent | 041295f0586098bbf9ca635516941714daf36a31 (diff) | |
fix(audio): Fix audio stutter when gfx hitches (#6704)
The audio thread will now self-pump every 5 ms in case the rendering loop
takes too much time before waking up the audio thread, causing audio
starvation.
This is what was causing audio stutters/cuts during world loading.
I had the issue constantly the first time I pressed start to get the game
menu.
To avoid issues, the first wakeup of the audio thread is behind a `primed`
flag and will wait unconditionnally for the rendering loop to wake us up.
This is to make sure the game has initialized properly and avoid a crash
on boot.
Diffstat (limited to 'soh/src/code/code_800FD970.c')
0 files changed, 0 insertions, 0 deletions
