dsound: Clean up some unused variables.
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@ -503,7 +503,7 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
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* behind write cursor, hmm... */
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/* let's just do what might work for Half-Life */
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DWORD wp;
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wp = (This->device->pwplay + ds_hel_margin) * This->device->fraglen;
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wp = (This->device->pwplay + This->device->prebuf) * This->device->fraglen;
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wp %= This->device->buflen;
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*playpos = DSOUND_CalcPlayPosition(This, wp, pwrite);
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TRACE("Using non-GETCURRENTPOSITION2\n");
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@ -61,11 +61,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(dsound);
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/* some stuff may get more responsive with lower values though... */
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#define DS_EMULDRIVER 0 /* some games (Quake 2, UT) refuse to accept
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emulated dsound devices. set to 0 ! */
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#define DS_HEL_MARGIN 2 /* HEL only: number of waveOut fragments ahead to mix in new buffers
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* (keep this close or equal to DS_HEL_QUEUE for best results) */
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#define DS_HEL_QUEUE 2 /* HEL only: number of waveOut fragments ahead to queue to driver
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* (this will affect HEL sound reliability and latency) */
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#define DS_SND_QUEUE_MAX 10 /* max number of fragments to prebuffer */
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DirectSoundDevice* DSOUND_renderer[MAXWAVEDRIVERS];
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@ -100,8 +95,6 @@ HRESULT mmErr(UINT err)
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}
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int ds_emuldriver = DS_EMULDRIVER;
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int ds_hel_margin = DS_HEL_MARGIN;
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int ds_hel_queue = DS_HEL_QUEUE;
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int ds_snd_queue_max = DS_SND_QUEUE_MAX;
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int ds_hw_accel = DS_HW_ACCEL_FULL;
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int ds_default_playback = 0;
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@ -159,12 +152,6 @@ void setup_dsound_options(void)
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if (!get_config_key( hkey, appkey, "EmulDriver", buffer, MAX_PATH ))
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ds_emuldriver = strcmp(buffer, "N");
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if (!get_config_key( hkey, appkey, "HELmargin", buffer, MAX_PATH ))
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ds_hel_margin = atoi(buffer);
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if (!get_config_key( hkey, appkey, "HELqueue", buffer, MAX_PATH ))
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ds_hel_queue = atoi(buffer);
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if (!get_config_key( hkey, appkey, "SndQueueMax", buffer, MAX_PATH ))
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ds_snd_queue_max = atoi(buffer);
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@ -196,10 +183,6 @@ void setup_dsound_options(void)
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if (ds_emuldriver != DS_EMULDRIVER )
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WARN("ds_emuldriver = %d (default=%d)\n",ds_emuldriver, DS_EMULDRIVER);
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if (ds_hel_margin != DS_HEL_MARGIN )
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WARN("ds_hel_margin = %d (default=%d)\n",ds_hel_margin, DS_HEL_MARGIN );
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if (ds_hel_queue != DS_HEL_QUEUE )
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WARN("ds_hel_queue = %d (default=%d)\n",ds_hel_queue, DS_HEL_QUEUE );
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if (ds_snd_queue_max != DS_SND_QUEUE_MAX)
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WARN("ds_snd_queue_max = %d (default=%d)\n",ds_snd_queue_max ,DS_SND_QUEUE_MAX);
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if (ds_hw_accel != DS_HW_ACCEL_FULL)
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@ -34,8 +34,6 @@
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#define DS_HW_ACCEL_EMULATION 3
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extern int ds_emuldriver;
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extern int ds_hel_margin;
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extern int ds_hel_queue;
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extern int ds_snd_queue_max;
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extern int ds_hw_accel;
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extern int ds_default_playback;
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@ -286,7 +286,7 @@ static INT DSOUND_MixerNorm(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
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/* New PerfectPitch(tm) Technology (c) 1998 Rob Riggs */
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/* Patent Pending :-] */
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/* Patent enhancements (c) 2000 Ove Kåven,
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/* Patent enhancements (c) 2000 Ove K<EFBFBD>ven,
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* TransGaming Technologies Inc. */
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/* FIXME("(%p) Adjusting frequency: %ld -> %ld (need optimization)\n",
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@ -749,8 +749,8 @@ static void DSOUND_WaveQueue(DirectSoundDevice *device, BOOL force)
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/* calculte the current wave write position */
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wave_writepos = wave_fragpos * device->fraglen;
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TRACE("wave_fragpos = %i, wave_writepos = %i, pwqueue = %i, ds_hel_queue= %i\n",
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wave_fragpos, wave_writepos, device->pwqueue, ds_hel_queue);
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TRACE("wave_fragpos = %i, wave_writepos = %i, pwqueue = %i, prebuf = %i\n",
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wave_fragpos, wave_writepos, device->pwqueue, device->prebuf);
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if(force == FALSE){
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/* check remaining prebuffered frags */
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