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authorYotam Barnoy2010-08-03 12:29:08 +0000
committerYotam Barnoy2010-08-03 12:29:08 +0000
commit3b4b00cf5099e3720ae93bff17c7778389b5ff62 (patch)
tree930ff16da276cc4d0b58860841ed7054880f33d3 /backends/platform/psp/audio.h
parentbcd6dd26278a2c29209ac1505c655e846f01daf9 (diff)
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PSP: Factored out thread creation routines into PspThreadable class.
This should aid in further optimizations. svn-id: r51685
Diffstat (limited to 'backends/platform/psp/audio.h')
-rw-r--r--backends/platform/psp/audio.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/backends/platform/psp/audio.h b/backends/platform/psp/audio.h
index 603f8f6bfc..eeba598fed 100644
--- a/backends/platform/psp/audio.h
+++ b/backends/platform/psp/audio.h
@@ -26,13 +26,15 @@
#ifndef PSP_AUDIO_H
#define PSP_AUDIO_H
-class PspAudio {
+#include "backends/platform/psp/thread.h"
+
+class PspAudio : public PspThreadable {
public:
enum {
NUM_BUFFERS = 2,
FREQUENCY = 44100 /* only frequency we allow */
};
- typedef void (* callbackFunc)(void *userData, byte *samples, int len);
+ typedef void (* callbackFunc)(void *userData, byte *samples, int len); // audio callback to call
PspAudio() : _pspChannel(0),
_numOfChannels(0), _numOfSamples(0), _callback(0),
_bufferToPlay(0), _bufferToFill(0),
@@ -43,14 +45,12 @@ public:
~PspAudio() { close(); }
bool playBuffer();
void nextBuffer(int &bufferIdx);
- static int thread(SceSize, void *);
- void audioThread();
bool open(uint32 freq, uint32 numOfChannels, uint32 numOfSamples, callbackFunc callback, void *userData);
- bool createThread();
void close();
uint32 getFrequency() { return FREQUENCY; }
void pause() { _paused = true; }
void unpause() { _paused = false; }
+ virtual void threadFunction(); // actual audio thread
private:
int _pspChannel; // chosen hardware output channel