diff options
| author | Alex Barney <thealexbarney@gmail.com> | 2019-07-01 21:39:22 -0500 |
|---|---|---|
| committer | Ac_K <Acoustik666@gmail.com> | 2019-07-02 04:39:22 +0200 |
| commit | b2b736abc2569ab5d8199da666aef8d8394844a0 (patch) | |
| tree | 88bcc2ae4fb0d4161c95df2cd7edb12388de922a /Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs | |
| parent | 10c74182babaf8cf6bedaeffd64c3109df4ea816 (diff) | |
Misc cleanup (#708)
* Fix typos
* Remove unneeded using statements
* Enforce var style more
* Remove redundant qualifiers
* Fix some indentation
* Disable naming warnings on files with external enum names
* Fix build
* Mass find & replace for comments with no spacing
* Standardize todo capitalization and for/if spacing
Diffstat (limited to 'Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs')
| -rw-r--r-- | Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs b/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs index 93f92879..6e085eed 100644 --- a/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs +++ b/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs @@ -124,10 +124,10 @@ namespace Ryujinx.Audio if (ReleasedCount > 0) { - //If we signal, then we also need to have released buffers available - //to return when GetReleasedBuffers is called. - //If playback needs to be re-started due to all buffers being processed, - //then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue. + // If we signal, then we also need to have released buffers available + // to return when GetReleasedBuffers is called. + // If playback needs to be re-started due to all buffers being processed, + // then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue. while (ReleasedCount-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag)) { AL.SourceUnqueueBuffers(SourceId, 1); @@ -209,7 +209,7 @@ namespace Ryujinx.Audio } } - //If it's not slept it will waste cycles. + // If it's not slept it will waste cycles. Thread.Sleep(10); } while (KeepPolling); |
