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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
27 lines
682 B
C
27 lines
682 B
C
/*
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* COPYRIGHT: GPL - See COPYING in the top level directory
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* PROJECT: ReactOS Virtual DOS Machine
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* FILE: speaker.h
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* PURPOSE: PC Speaker emulation
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* PROGRAMMERS: Hermes Belusca-Maito (hermes.belusca@sfr.fr)
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*/
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#ifndef _SPEAKER_H_
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#define _SPEAKER_H_
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/* INCLUDES *******************************************************************/
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#include "ntvdm.h"
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/* DEFINES ********************************************************************/
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/* FUNCTIONS ******************************************************************/
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VOID SpeakerChange(VOID);
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VOID SpeakerInitialize(VOID);
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VOID SpeakerCleanup(VOID);
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#endif // _SPEAKER_H_
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/* EOF */
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