Beispiel #1
0
void sound_update(void)
{
#if 0	/* forQUASI88 */
	int totalsound = 0;


	profiler_mark(PROFILER_SOUND);

	while (Machine->drv->sound[totalsound].sound_type != 0 && totalsound < MAX_SOUND)
	{
		if (sndintf[Machine->drv->sound[totalsound].sound_type].update)
			(*sndintf[Machine->drv->sound[totalsound].sound_type].update)();

		totalsound++;
	}
#else	/* forQUASI88 */
	{
		if (sndintf[ fm_interface.sound_type ].update)
			(*sndintf[ fm_interface.sound_type ].update)();
		
		if (sndintf[ beep_interface.sound_type ].update)
			(*sndintf[ beep_interface.sound_type ].update)();

	}
#endif	/* forQUASI88 */

	streams_sh_update();
	mixer_sh_update();

	timer_adjust(sound_update_timer, TIME_NEVER, 0, 0);

	profiler_mark(PROFILER_END);
}
Beispiel #2
0
void saUpdateSound( int nowclock )
{
   if( ! GameSound ) return;
   if( ! RaineSoundCard ) return;
   if( ! audio_sample_rate ) return;
   if( ! SndMachine ) return;

   if( nowclock ){
     //int i;
     // This part is called for each frame, which *should* be 60
  // times/sec, but it can be less (if the game slows down)
      streams_sh_update();
   }

}
Beispiel #3
0
void sound_update(void)
{
	int totalsound = 0;


	profiler_mark(PROFILER_SOUND);

	while (totalsound < MAX_SOUND && Machine->drv->sound[totalsound].sound_type != 0)
	{
		if (sndintf[Machine->drv->sound[totalsound].sound_type].update)
			(*sndintf[Machine->drv->sound[totalsound].sound_type].update)();

		totalsound++;
	}

	streams_sh_update();
	mixer_sh_update();

	timer_adjust(sound_update_timer, TIME_NEVER, 0, 0);

	profiler_mark(PROFILER_END);
}