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-rw-r--r--src/osd/modules/sound/xaudio2_sound.cpp18
1 files changed, 14 insertions, 4 deletions
diff --git a/src/osd/modules/sound/xaudio2_sound.cpp b/src/osd/modules/sound/xaudio2_sound.cpp
index 3fb02b13d54..f835f690644 100644
--- a/src/osd/modules/sound/xaudio2_sound.cpp
+++ b/src/osd/modules/sound/xaudio2_sound.cpp
@@ -229,6 +229,7 @@ public:
m_overflows(0),
m_underflows(0),
m_in_underflow(FALSE),
+ XAudio2Create(nullptr),
m_initialized(FALSE)
{
}
@@ -596,11 +597,20 @@ void sound_xaudio2::submit_needed()
XAUDIO2_VOICE_STATE state;
m_sourceVoice->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
- // If we have a too many buffers on the queue, flush to resync
+ std::lock_guard<std::mutex> lock(m_buffer_lock);
+
+ // If we have buffers queued into XAudio and our current in-memory buffer
+ // isn't yet full, there's no need to submit it
+ if (state.BuffersQueued >= 1 && m_queue.empty())
+ return;
+
+ // We do however want to achieve some kind of minimal latency, so if the queued buffers
+ // are greater than 2, flush them to re-sync the audio
if (state.BuffersQueued > 2)
+ {
m_sourceVoice->FlushSourceBuffers();
-
- std::lock_guard<std::mutex> lock(m_buffer_lock);
+ m_overflows++;
+ }
// Roll the buffer
roll_buffer();
@@ -685,7 +695,7 @@ void sound_xaudio2::roll_buffer()
m_writepos = 0;
// We only want to keep a maximum number of buffers at any given time
- // so remove any from queue greater than MAX_QUEUED_BUFFERS
+ // so remove any from queue greater than our target count
if (m_queue.size() > m_buffer_count)
{
xaudio2_buffer *next_buffer = &m_queue.front();