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