Move g_backgroundAudio.Play to NativeUpdate

This commit is contained in:
Henrik Rydgård committed 2023-03-24 14:48:49 +01:00
1 parent 91620e38bd
commit 8421c1e2a1
3 files changed
+10 -7

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+8 -3
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@@ -12,6 +12,7 @@
#include "Common/Data/Collections/FixedSizeQueue.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/System.h"
#include "GameInfoCache.h"
#include "Core/Config.h"
#include "UI/BackgroundAudio.h"
@@ -333,14 +334,18 @@ void BackgroundAudio::SetGame(const Path &path) {
bgGamePath_ = path;
}
int BackgroundAudio::Play() {
bool BackgroundAudio::Play() {
if (GetUIState() == UISTATE_INGAME) {
return false;
}
std::lock_guard<std::mutex> lock(mutex_);
// Immediately stop the sound if it is turned off while playing.
if (!g_Config.bEnableSound) {
Clear(true);
__PushExternalAudio(0, 0);
return 0;
return true;
}
double now = time_now_d();
@@ -398,7 +403,7 @@ int BackgroundAudio::Play() {
lastPlaybackTime_ = now;
return 0;
return true;
}
void BackgroundAudio::Update() {
+1 -1
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@@ -17,7 +17,7 @@ public:
void SetGame(const Path &path);
void Update();
int Play();
bool Play();
void LoadSamples();
void PlaySFX(UI::UISound sfx);
+1 -3
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@@ -236,9 +236,6 @@ std::string NativeQueryConfig(std::string query) {
}
int NativeMix(short *audio, int num_samples) {
if (GetUIState() != UISTATE_INGAME) {
g_BackgroundAudio.Play();
}
int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
return __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
}
@@ -1235,6 +1232,7 @@ void NativeUpdate() {
g_screenManager->update();
g_Discord.Update();
g_BackgroundAudio.Play();
UI::SetSoundEnabled(g_Config.bUISound);
}