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Merge pull request #1717 from peppy/remove-unnecessary-blocking

Remove manual audio thread synchronisation logic
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Dean Herbert 2017-12-22 00:32:10 +09:00 committed by GitHub
commit 68035aa6a6
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2 changed files with 0 additions and 12 deletions

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@ -13,7 +13,6 @@ using osu.Game.Beatmaps;
using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
using System.Threading;
namespace osu.Game.Overlays.Music
{
@ -153,11 +152,6 @@ namespace osu.Game.Overlays.Music
var track = beatmapBacking.Value.Track;
track.Restart();
// this is temporary until we have blocking (async.Wait()) audio component methods.
// then we can call RestartAsync().Wait() or the blocking version above.
while (!track.IsRunning)
Thread.Sleep(1);
}
}

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@ -17,7 +17,6 @@ using osu.Game.Rulesets.UI;
using osu.Game.Screens.Backgrounds;
using System;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Threading;
using osu.Game.Rulesets.Mods;
@ -327,11 +326,6 @@ namespace osu.Game.Screens.Play
{
adjustableSourceClock.Reset();
// this is temporary until we have blocking (async.Wait()) audio component methods.
// then we can call ResetAsync().Wait() or the blocking version above.
while (adjustableSourceClock.IsRunning)
Thread.Sleep(1);
Schedule(() =>
{
decoupledClock.ChangeSource(adjustableSourceClock);