[ scummvm-Bugs-1584888 ] SMUSH: Too dependent on accurate timers

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Thu Oct 26 08:22:25 CEST 2006


Bugs item #1584888, was opened at 2006-10-26 08:22
Message generated for change (Tracker Item Submitted) made by Item Submitter
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Category: Insane/Smush
Group: All Games
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Torbjörn Andersson (eriktorbjorn)
Assigned to: Nobody/Anonymous (nobody)
Summary: SMUSH: Too dependent on accurate timers

Initial Comment:
The SMUSH player currently uses a timer to trigger the
decoding of each frame. This makes it very dependent on
accurate timers, not in the sense that each timer call
has to be accurate but in that the timer must not be
allowed to drift out of sync over time.

The problem is that in The Curse of Monkey Island, the
opening cutscene is supposed to run at 12 fps. That
means that the timer interval should be approximately
83.33 milliseconds. This was the reason timer accuracy
was changed from milliseconds to microseconds in the
first place.

In retrospect, perhaps this wasn't such a great idea.
The current default timer handler appears to run on
millisecond accuracy - it starts by dividing the timer
interval by 1000...

It should be fairly simple to remove the dependency on
timers from the SMUSH player, though the ability to
pause does add some complications compared to the
cutscene players in Broken Sword.

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