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- Enable experimental sound support (only PC speaker for the moment, aka. uses beep.sys). - Introduce a #define WORKING_TIMER which aim is to disable the currently problematic approximate performance counter value calculation done in order not to call QueryPerformanceCounter each time. The problem is that we then compute a number of clock ticks for the PIT, which becomes negative, and therefore everything starts to hang. Disabling this code and calling each time QueryPerformanceCounter, fixes everything; we gain in precision but we loose in performance... A definitive fix must be found, [TheFlash] !! This fixes sound (and hangs) in Advanced NetWars, Dangerous Dave, ElitePlus and Rescue Rover (the games that I've tested so far). svn path=/branches/ntvdm/; revision=61875 |
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ntvdm | ||
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win32 | ||
CMakeLists.txt |