Fix DTK audio not working after loading a savestate

The main problem was that the volume of the mixer wasn't savestated.
The volume is typically 0 at the beginning of a game, so loading a
savestate at the beginning of a game would lead to silent DTK audio.

I also added savestating to StreamADPCM.cpp.
This commit is contained in:
JosJuice
2017-11-06 09:15:05 +01:00
parent 5e70af1ce5
commit b00ef39c1c
7 changed files with 38 additions and 2 deletions

View File

@ -127,6 +127,8 @@ void DoState(PointerWrap& p)
p.Do(g_AISSampleRate);
p.Do(g_AIDSampleRate);
p.Do(g_CPUCyclesPerSample);
g_sound_stream->GetMixer()->DoState(p);
}
static void GenerateAudioInterrupt();