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Prevent over scheduling audio events and terminate properly the motion update event

This commit is contained in:
german 2021-02-02 09:59:59 -06:00
parent 2489547dc5
commit 7784b1da6d
2 changed files with 9 additions and 1 deletions

View file

@ -103,7 +103,14 @@ void Stream::PlayNextBuffer(std::chrono::nanoseconds ns_late) {
sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer) - ns_late, release_event, {});
const auto buffer_release_ns = GetBufferReleaseNS(*active_buffer);
// If ns_late is higher than the update rate ignore the delay
if (ns_late > buffer_release_ns) {
ns_late = {};
}
core_timing.ScheduleEvent(buffer_release_ns - ns_late, release_event, {});
}
void Stream::ReleaseActiveBuffer(std::chrono::nanoseconds ns_late) {

View file

@ -104,6 +104,7 @@ void IAppletResource::DeactivateController(HidController controller) {
IAppletResource ::~IAppletResource() {
system.CoreTiming().UnscheduleEvent(pad_update_event, 0);
system.CoreTiming().UnscheduleEvent(motion_update_event, 0);
}
void IAppletResource::GetSharedMemoryHandle(Kernel::HLERequestContext& ctx) {