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<i>&nbsp;<a href="index.html" class=trn>Bink SDK 1.5v</a></i>
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<h1>Sharing the CPU on the Xbox</h1>
<h4>Discussion</h4>
<p>On Xbox, you don't have to share the CPU with the OS at all! This is a nice retro-style bonus when working on the Xbox - you can hog all the CPU you want! This means an Xbox Bink playback loop is typically very simple. Bink handles timing with the <a href="BinkWait.html">BinkWait</a> function, so we just need to check this function while we're playing a video (<b>unless your video is authored exactly at 29.97 in which case you can let the page-flipping control your frame rate</b>). So, a simple example of Xbox playback would look something like this: </p><code><font size=3 color=#006000><pre>for ( ; ; ){ <i>// check on our playback // // Note that if your videos are // authored at exactly 29.97 fps, // you'll get better performance // by not calling BinkWait and // letting the page flipping // control the speed of playback!!!!! //</i><br> if ( !BinkWait( bink ) ) { <i>// go process the next Bink frame</i> Show_next_frame( bink, linear_texture ); } }}</pre></font></code><p></p>
<p><a href="Bink Examples for th19saaa.html">Next Topic (Bink Examples for the Xbox)</a> </p><p><a href="Memory management onxuuiga.html">Previous Topic (Memory management on the Xbox)</a> </p><p>
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<b>Group:</b>
<a href="The Xbox Platform.html">The Xbox Platform</a><br>
<b>Related Functions:</b>
<a href="BinkWait.html">BinkWait</a></p>
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