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Properly using SMKPlayer::getFrameWaitTime() in MoviePlayerSMK::processFrame()
svn-id: r35699
This commit is contained in:
parent
0430bb9b3a
commit
c40b7b1840
@ -465,32 +465,15 @@ bool MoviePlayerSMK::processFrame() {
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copyFrameToBuffer((byte *)screen->pixels, (_vm->_screenWidth - getWidth()) / 2, (_vm->_screenHeight - getHeight()) / 2, _vm->_screenWidth);
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_vm->_system->unlockScreen();
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if (!getAudioLag() || getFrameWaitTime() || _frameSkipped > getFrameRate()) {
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if (_frameSkipped > getFrameRate()) {
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warning("force frame %i redraw", getCurFrame());
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_frameSkipped = 0;
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}
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uint32 waitTime = getFrameWaitTime();
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if (getAudioLag() > 0) {
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while (getAudioLag() > 0) {
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_vm->_system->delayMillis(10);
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}
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// In case the background sound ends prematurely, update
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// _ticks so that we can still fall back on the no-sound
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// sync case for the subsequent frames.
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_ticks = _vm->_system->getMillis();
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} else {
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_ticks += getFrameDelay();
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while ((_vm->_system->getMillis() * 100) < _ticks)
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_vm->_system->delayMillis(10);
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}
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return true;
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if (!waitTime) {
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warning("dropped frame %i", getCurFrame());
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return false;
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}
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warning("dropped frame %i", getCurFrame());
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_frameSkipped++;
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return false;
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_vm->_system->delayMillis(waitTime);
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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