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authorIgnacio Farias <Ignacio.Farias@gmail.com>2010-08-17 15:45:12 +0000
committerIgnacio Farias <Ignacio.Farias@gmail.com>2010-08-17 15:45:12 +0000
commitcf078067e7caf3568d7f10efe79892c5a835c445 (patch)
treee4fb552c575426b88698f550ef2b913862e685c9 /Source/Core
parent9080e09a45eeaa58c788659416b97523562ba59a (diff)
Reverted change from r6100 to previous version. That thing broke some games audios. With audio throttle off, possessing audio was disabled. Now I'm working on a workaround, stay tunned.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6106 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/AudioCommon/Src/Mixer.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/Source/Core/AudioCommon/Src/Mixer.cpp b/Source/Core/AudioCommon/Src/Mixer.cpp
index ff048dbdab..36a3030707 100644
--- a/Source/Core/AudioCommon/Src/Mixer.cpp
+++ b/Source/Core/AudioCommon/Src/Mixer.cpp
@@ -136,14 +136,7 @@ unsigned int CMixer::Mix(short* samples, unsigned int numSamples)
void CMixer::PushSamples(short *samples, unsigned int num_samples)
{
- // Audio Throttle is off. On Ayuanx commit 4717, it is used to write Other Audio.
- // I've just bring that back, and games like Donkey Kong Jungle Beat (WII) now will
- // work properly without using Audio Throttle.
- if (!m_throttle)
- {
- return;
- }
- else
+ if (m_throttle)
{
// The auto throttle function. This loop will put a ceiling on the CPU MHz.
while (Common::AtomicLoad(m_numSamples) >= MAX_SAMPLES - RESERVED_SAMPLES)