- 21 Dec, 2006 16 commits
-
-
Ken Thomases authored
Rather than have the Audio Unit render callback traverse the queue of wave headers looking for complete ones, and sending a message to the message thread for each one it finds, just send one message to tell the message thread to do that work itself. The render callback is called in a real-time priority thread and is expected to return as quickly as possible.
-
Ken Thomases authored
-
Ken Thomases authored
-
Ken Thomases authored
-
Ken Thomases authored
-
Ken Thomases authored
-
Ken Thomases authored
-
Ken Thomases authored
wodHelper_PlayPtrNext is only called when state == WINE_WS_PLAYING. Also, it clears dwPartialOffset itself. wodWrite only calls wodHelper_BeginWaveHdr[Write] with a non-NULL lpWaveHdr parameter. wodWrite is not called from the Audio Unit render callback, so it can use Wine debug channels.
-
Ken Thomases authored
-
Ken Thomases authored
This refactoring prepares the ground for subsequent refactoring of wodHelper_BeginWaveHdr.
-
Ken Thomases authored
-
Ken Thomases authored
-
Günther Brammer authored
-
Huw Davies authored
-
Juan Lang authored
-
Alex Villacís Lasso authored
into a DECIMAL instead of a double as an intermediate step.
-
- 20 Dec, 2006 24 commits
-
-
Chris Robinson authored
-
Christoph Frick authored
-
Christoph Frick authored
This also reverts my previous patch as this is the real cause for the problems with Grand Prix Legends.
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-