chore: disable issues w/ audio to have otherwise working emu
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@@ -468,7 +468,7 @@ pub const Apu = struct {
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@branchHint(.cold);
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_ = self;
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@panic("TODO: Implement Multiple Sample Rates...");
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// @panic("TODO: Implement Multiple Sample Rates...");
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// const sample_rate = Self.sampleRate(self.bias.sampling_cycle.read());
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// log.info("Sample Rate changed from {}Hz to {}Hz", .{ Self.sampleRate(self.sampling_cycle), sample_rate });
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@@ -203,13 +203,13 @@ pub const Gui = struct {
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.Transition => |inner| switch (inner) {
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.Active => {
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sync.paused.store(false, .monotonic);
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if (!config.config().host.mute) try errify(c.SDL_PauseAudioDevice(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK));
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// if (!config.config().host.mute) try errify(c.SDL_PauseAudioDevice(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK));
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self.state.emulation = .Active;
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},
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.Inactive => {
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// Assert that double pausing is impossible
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try errify(c.SDL_ResumeAudioDevice(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK));
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// try errify(c.SDL_ResumeAudioDevice(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK));
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sync.paused.store(true, .monotonic);
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self.state.emulation = .Inactive;
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