Remove manual audio thread synchronisation logic

No longer required as calls are blocking.
This commit is contained in:
Dean Herbert 2017-12-21 22:22:28 +09:00
parent e3b31f0191
commit 87e790080b
2 changed files with 0 additions and 11 deletions

View File

@ -13,7 +13,6 @@
using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
using System.Threading;
namespace osu.Game.Overlays.Music
{
@ -153,11 +152,6 @@ private void playSpecified(BeatmapInfo info)
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);
}
}

View File

@ -327,11 +327,6 @@ protected override void OnEntering(Screen last)
{
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);