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Use memory mapped async mixing on OSX
The OSX specific preferences dialog sets com_asyncSound to "1" when OpenAL is used, do the same.
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1 changed files with 1 additions and 3 deletions
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@ -80,9 +80,7 @@ idCVar com_memoryMarker( "com_memoryMarker", "-1", CVAR_INTEGER | CVAR_SYSTEM |
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idCVar com_preciseTic( "com_preciseTic", "1", CVAR_BOOL|CVAR_SYSTEM, "run one game tick every async thread update" );
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idCVar com_preciseTic( "com_preciseTic", "1", CVAR_BOOL|CVAR_SYSTEM, "run one game tick every async thread update" );
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idCVar com_asyncInput( "com_asyncInput", "0", CVAR_BOOL|CVAR_SYSTEM, "sample input from the async thread" );
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idCVar com_asyncInput( "com_asyncInput", "0", CVAR_BOOL|CVAR_SYSTEM, "sample input from the async thread" );
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#define ASYNCSOUND_INFO "0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix"
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#define ASYNCSOUND_INFO "0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix"
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#if defined( MACOS_X )
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#if defined( __unix__ ) && !defined( MACOS_X )
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idCVar com_asyncSound( "com_asyncSound", "2", CVAR_INTEGER|CVAR_SYSTEM|CVAR_ROM, ASYNCSOUND_INFO );
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#elif defined( __unix__ )
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idCVar com_asyncSound( "com_asyncSound", "3", CVAR_INTEGER|CVAR_SYSTEM|CVAR_ROM, ASYNCSOUND_INFO );
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idCVar com_asyncSound( "com_asyncSound", "3", CVAR_INTEGER|CVAR_SYSTEM|CVAR_ROM, ASYNCSOUND_INFO );
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#else
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#else
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idCVar com_asyncSound( "com_asyncSound", "1", CVAR_INTEGER|CVAR_SYSTEM, ASYNCSOUND_INFO, 0, 1 );
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idCVar com_asyncSound( "com_asyncSound", "1", CVAR_INTEGER|CVAR_SYSTEM, ASYNCSOUND_INFO, 0, 1 );
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