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authorMax Horn2008-01-05 20:43:07 +0000
committerMax Horn2008-01-05 20:43:07 +0000
commitc9a8d02f6ef8f2f67b6c24228ff043ba975241c5 (patch)
tree4891622b9440d3f6ef74d3fb9d5ded96228c7030 /engines/scumm
parent2c8910ade855c1bee56026ba7ad2f40bedc88803 (diff)
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Do not busy wait in IMuseDigital::allocSlot on *any* platform
svn-id: r30255
Diffstat (limited to 'engines/scumm')
-rw-r--r--engines/scumm/imuse_digi/dimuse_track.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/engines/scumm/imuse_digi/dimuse_track.cpp b/engines/scumm/imuse_digi/dimuse_track.cpp
index faaae470e7..402385aa2c 100644
--- a/engines/scumm/imuse_digi/dimuse_track.cpp
+++ b/engines/scumm/imuse_digi/dimuse_track.cpp
@@ -60,20 +60,16 @@ int IMuseDigital::allocSlot(int priority) {
if (lowest_priority <= priority) {
assert(trackId != -1);
Track *track = _track[trackId];
- while (1) {
- if (!track->used) {
- break;
- }
+ // FIXME: Should we really wait for the sound to finish "nicely"?
+ // Why not just stop it immediately?
+
+ while (track->used) {
// The designated track is not yet available. So, we call flushTrack()
// to get it processed (and thus made ready for us). Since the actual
// processing is done by another thread, we also call parseEvents to
// give it some time (and to avoid busy waiting/looping).
flushTrack(track);
- _mutex.unlock();
- #ifndef __PLAYSTATION2__
_vm->parseEvents();
- #endif
- _mutex.lock();
}
debug(5, "IMuseDigital::allocSlot(): Removed sound %d from track %d", _track[trackId]->soundId, trackId);
} else {