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DirectSound: Revert an earlier commit.
The change this commit is reverting causes glitching with smaller buffers for some reason. More investigation into this is required.
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@@ -9547,13 +9547,9 @@ mal_result mal_device_main_loop__dsound(mal_device* pDevice)
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/*
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We may need to start the device. We want two full periods to be written before starting the playback device. Having an extra period adds
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a bit of a buffer to prevent the playback buffer from getting starved.
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UPDATE: After testing, it looks like something weird is going on where it's as if waiting for two periods instead of one is too late and
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instead we should wait until only a single period is written. I don't fully understand why this is happening, but since switching it to
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one period instead of two makes it consistent with WASAPI I'm going to go ahead with that.
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*/
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framesWrittenToPlaybackDevice += framesWrittenThisIteration;
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if (!isPlaybackDeviceStarted && framesWrittenToPlaybackDevice >= ((pDevice->playback.internalBufferSizeInFrames/pDevice->playback.internalPeriods)*1)) {
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if (!isPlaybackDeviceStarted && framesWrittenToPlaybackDevice >= ((pDevice->playback.internalBufferSizeInFrames/pDevice->playback.internalPeriods)*2)) {
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if (FAILED(mal_IDirectSoundBuffer_Play((mal_IDirectSoundBuffer*)pDevice->dsound.pPlaybackBuffer, 0, 0, MAL_DSBPLAY_LOOPING))) {
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mal_IDirectSoundCaptureBuffer_Stop((mal_IDirectSoundCaptureBuffer*)pDevice->dsound.pCaptureBuffer);
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return mal_post_error(pDevice, MAL_LOG_LEVEL_ERROR, "[DirectSound] IDirectSoundBuffer_Play() failed.", MAL_FAILED_TO_START_BACKEND_DEVICE);
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