loop: Bug fix: Don't use 'system timer clock' when audio clock is valid

This commit is contained in:
Hajime Hoshi 2017-08-05 23:26:43 +09:00
parent a92f77c207
commit 6f606c6bb1

View File

@ -89,13 +89,15 @@ func (c *runContext) updateCount(now int64) int {
return 0 return 0
} }
if clock.IsValid() && c.lastClockFrame != clock.Now() { if clock.IsValid() {
sync = true if c.lastClockFrame != clock.Now() {
f := clock.Now() sync = true
if c.frames < f { f := clock.Now()
count = int(f - c.frames) if c.frames < f {
count = int(f - c.frames)
}
c.lastClockFrame = f
} }
c.lastClockFrame = f
} else { } else {
if t > 5*int64(time.Second)/int64(FPS) { if t > 5*int64(time.Second)/int64(FPS) {
// The previous time is too old. Let's assume that the window was unfocused. // The previous time is too old. Let's assume that the window was unfocused.