Fixed Various Issue
- Corrected File linkage for EmuDSoundInline.hpp (Thanks PatrickvL) - Check if is not a null variable in release referred by PatrickvL - Add missing passdown to ResizeIDirectSoundBuffer function (oops) - Add another test case for SYNCHPLAYBACK Should compile this time. Known regress issue: JSRF report dirty disc - Wait until DirectSound audio control is implement, then it will go away.
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@ -329,7 +329,7 @@ HRESULT WINAPI XTL::EMUPATCH(IDirectSound_SynchPlayback)
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");\n",
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pThis);
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//TODO: Test case Rayman 3 - Hoodlum Havoc
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//TODO: Test case Rayman 3 - Hoodlum Havoc, Battlestar Galactica
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EmuWarning("EmuIDirectSound_SynchPlayback ignored");
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@ -955,7 +955,7 @@ HRESULT WINAPI XTL::EMUPATCH(IDirectSoundBuffer_SetBufferData)
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// update buffer data cache
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pThis->EmuBuffer = pvBufferData;
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ResizeIDirectSoundBuffer(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pThis->EmuFlags, dwBufferBytes);
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ResizeIDirectSoundBuffer(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pThis->EmuFlags, dwBufferBytes, pThis->EmuDirectSound3DBuffer);
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if (pThis->EmuFlags & DSB_FLAG_ADPCM) {
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DSoundBufferUnlockXboxAdpcm(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pvBufferData, dwBufferBytes, NULL, 0);
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@ -1040,7 +1040,7 @@ HRESULT WINAPI XTL::EMUPATCH(IDirectSoundBuffer_Lock)
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*pdwAudioBytes1 = dwBytes;
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} else {
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if (dwBytes > pThis->EmuBufferDesc->dwBufferBytes) {
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ResizeIDirectSoundBuffer(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pThis->EmuFlags, dwBytes);
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ResizeIDirectSoundBuffer(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pThis->EmuFlags, dwBytes, pThis->EmuDirectSound3DBuffer);
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}
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if (pThis->EmuLockPtr1 != 0) {
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@ -1156,7 +1156,7 @@ ULONG WINAPI XTL::EMUPATCH(IDirectSoundBuffer_Release)
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uRet = pThis->EmuDirectSoundBuffer->Release();
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if (uRet == 0) {
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if (pThis->EmuDirectSound3DBuffer) {
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if (pThis->EmuDirectSound3DBuffer != NULL) {
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pThis->EmuDirectSound3DBuffer->Release();
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}
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// remove cache entry
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@ -1686,7 +1686,7 @@ ULONG WINAPI XTL::EMUPATCH(CDirectSoundStream_Release)
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uRet = pThis->EmuDirectSoundBuffer->Release();
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if (uRet == 0) {
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if (pThis->EmuDirectSound3DBuffer) {
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if (pThis->EmuDirectSound3DBuffer != NULL) {
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pThis->EmuDirectSound3DBuffer->Release();
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}
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// remove cache entry
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@ -1788,7 +1788,7 @@ HRESULT WINAPI XTL::EMUPATCH(CDirectSoundStream_Process)
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// update buffer data cache
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pThis->EmuBuffer = pInputBuffer->pvBuffer;
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ResizeIDirectSoundBuffer(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pThis->EmuFlags, pInputBuffer->dwMaxSize);
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ResizeIDirectSoundBuffer(pThis->EmuDirectSoundBuffer, pThis->EmuBufferDesc, pThis->EmuFlags, pInputBuffer->dwMaxSize, pThis->EmuDirectSound3DBuffer);
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if (pInputBuffer->pdwStatus != 0) {
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*pInputBuffer->pdwStatus = S_OK;
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@ -7,7 +7,7 @@
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// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
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// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
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// *
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// * Cxbx->Win32->CxbxKrnl->EmuD3D8->VertexShader.h
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// * Cxbx->Win32->CxbxKrnl->EmuDSoundInline.hpp
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// *
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// * This file is part of the Cxbx project.
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// *
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@ -525,7 +525,7 @@ inline HRESULT HybridDirectSoundBuffer_Pause(
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}
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break;
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case X_DSSPAUSE_SYNCHPLAYBACK:
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//TODO: Test case Rayman 3 - Hoodlum Havoc, and ... ?
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//TODO: Test case Rayman 3 - Hoodlum Havoc, Battlestar Galactica and ... ?
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EmuWarning("X_DSSPAUSE_SYNCHPLAYBACK is unsupported!");
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break;
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case X_DSSPAUSE_PAUSENOACTIVATE:
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