From 76e5f4b57105d9799a30c792f64edeee220d8243 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Fri, 18 Jan 2013 03:36:35 -0500 Subject: Return to CPU level 0 after emitting sound if we're delaying for early frames. --- source/nds/entry.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'source') 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 */ -- cgit v1.2.3