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author | Torbjörn Andersson | 2004-01-20 13:27:17 +0000 |
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committer | Torbjörn Andersson | 2004-01-20 13:27:17 +0000 |
commit | bd34655abb894f37b467aae0fd6b29d360bfdedf (patch) | |
tree | 3b25af03b4d92b54c13ef2d82b4e877691840e70 | |
parent | 255e1f9036dcbc0976c3eab9c29d9eb6b826c857 (diff) | |
download | scummvm-rg350-bd34655abb894f37b467aae0fd6b29d360bfdedf.tar.gz scummvm-rg350-bd34655abb894f37b467aae0fd6b29d360bfdedf.tar.bz2 scummvm-rg350-bd34655abb894f37b467aae0fd6b29d360bfdedf.zip |
I assume this fixes CPU usage in synced cutscene playback, but since I
don't have said cutscenes I can't really check. (I did the same change for
BS2 though.)
svn-id: r12537
-rw-r--r-- | sword1/animation.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/sword1/animation.cpp b/sword1/animation.cpp index 1533dd5e74..e20492ca0d 100644 --- a/sword1/animation.cpp +++ b/sword1/animation.cpp @@ -313,7 +313,7 @@ bool AnimationState::decodeFrame() { _scr->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf); if (bgSoundStream) { - while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1); + while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1) _sys->delay_msecs(10); } else { ticks += 83; @@ -334,7 +334,7 @@ bool AnimationState::decodeFrame() { plotYUV(lookup2, sequence_i->width, sequence_i->height, info->display_fbuf->buf); if (bgSoundStream) { - while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1); + while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1) _sys->delay_msecs(10); } else { ticks += 83; |