This should fix the No Sound Problem in GC & Non-AX games.

Besides, this should also fix the WAD game loading issue.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4617 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2009-11-27 17:39:37 +00:00
parent 155719dc36
commit f69184b887
4 changed files with 33 additions and 12 deletions

View File

@ -184,7 +184,7 @@ void CUCode_AXWii::MixAdd_(short* _pBuffer, int _iSize, ParamBlockType &PB)
if (!ReadOutPBWii(blockAddr, PB))
break;
ProcessUpdates(PB);
MixAddVoice(PB, templbuffer, temprbuffer, _iSize, true);
MixAddVoice(PB, templbuffer, temprbuffer, _iSize, true, _CRC);
if (!WriteBackPBWii(blockAddr, PB))
break;

View File

@ -82,7 +82,7 @@ inline bool WriteBackPBWii(u32 pb_address, ParamBlockType& PB)
}
template<class ParamBlockType>
inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii)
inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii, u32 CRC = 0)
{
ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
@ -249,12 +249,18 @@ inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer,
// New Super Mario Bros.Wii, Fatal Frame 4,
// Resident Evil Darkside Chronicles, Muramasa The Demon Blade, etc.
samplePos = newSamplePos - sampleEnd + loopPos;
// AyuanX: DSP should not touch this running state
// even when a non-looping voice reaches the end of current sample
// because some game checks this flag and will turn it off when necessary
//
//pb.running = 0;
if (Wii && (CRC == 0xfa450138))
{
// Some Wii games check this flag and will turn it off when necessary
// If that is the case, DSP should not touch it
//
//pb.running = 0;
}
else
{
pb.running = 0;
}
break;
}