Zelda UCode: Solves 0x21 hang. In the worst case there's a bit of stuttering in the end of the sound, since it's probably supposed to fade out.
Remaining problem: 0x21 isn't resampled correctly, so when the framerate is ~200 FPS, the music runs as it would on ~60 FPS git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3779 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -310,7 +310,9 @@ void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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// Decoder0x21Core starts here.
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// Decoder0x21Core starts here.
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u32 AX0 = _RealSize;
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u32 AX0 = _RealSize;
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if (PB.RemLength < _RealSize)
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// The PB.StopOnSilence check is a hack, we should check the buffers and enter this
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// only when the buffer is completely 0 (i.e. when the music has finished fading out)
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if (PB.StopOnSilence || PB.RemLength < _RealSize)
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{
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{
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WARN_LOG(DSPHLE, "Raw: END");
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WARN_LOG(DSPHLE, "Raw: END");
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// Let's ignore this entire case since it doesn't seem to happen
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// Let's ignore this entire case since it doesn't seem to happen
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