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authorNebuleon Fumika2013-01-18 03:36:35 -0500
committerNebuleon Fumika2013-01-18 03:36:35 -0500
commit76e5f4b57105d9799a30c792f64edeee220d8243 (patch)
tree29480800801d6c7a4bbdbe84a53e875a3e2baa6b /source
parent4c1cae43f249b174054333fda1662bb68fd02cd1 (diff)
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Return to CPU level 0 after emitting sound if we're delaying for early frames.
Diffstat (limited to 'source')
-rw-r--r--source/nds/entry.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index cef73c1..7852bc9 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -932,16 +932,16 @@ void S9xProcessSound (unsigned int)
if (block_signal)
{
pending_signal = TRUE;
- return;
+ goto end;
}
unsigned short *audiobuff;
if (Settings.Paused || so.mute_sound || !game_enable_audio)
- return;
+ goto end;
if(ds2_checkAudiobuff() > 4)
- return;
+ goto end;
/* Number of samples to generate now */
int sample_count;
@@ -961,7 +961,7 @@ void S9xProcessSound (unsigned int)
audiobuff = (unsigned short*)ds2_getAudiobuff();
if(NULL == audiobuff) //There are audio queue in sending or wait to send
{
- return;
+ goto end;
}
/* If we need more audio samples */