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
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155719dc36
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f69184b887
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@ -408,12 +408,20 @@ void Write16(const u16 _Value, const u32 _Address)
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break;
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break;
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case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA()
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case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA()
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{
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UAudioDMAControl old_control = g_audioDMA.AudioDMAControl;
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g_audioDMA.AudioDMAControl.Hex = _Value;
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g_audioDMA.AudioDMAControl.Hex = _Value;
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
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break;
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if (!old_control.Enabled && g_audioDMA.AudioDMAControl.Enabled)
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{
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// Enabled bit was flipped to true, let's latch address & length and call the interrupt.
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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GenerateDSPInterrupt(DSP::INT_AID);
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INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
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}
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break;
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}
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case AUDIO_DMA_BYTES_LEFT:
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case AUDIO_DMA_BYTES_LEFT:
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_dbg_assert_(DSPINTERFACE,0);
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_dbg_assert_(DSPINTERFACE,0);
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break;
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break;
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@ -438,6 +446,11 @@ void UpdateAudioDMA()
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g_audioDMA.ReadAddress += 32;
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g_audioDMA.ReadAddress += 32;
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g_audioDMA.BlocksLeft--;
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g_audioDMA.BlocksLeft--;
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if (!g_audioDMA.BlocksLeft) {
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if (!g_audioDMA.BlocksLeft) {
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// No need to turn off the DMA - we can only get here if we had
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// blocks left when we entered this function, and no longer have
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// any. Latch new parameters
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
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// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
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GenerateDSPInterrupt(DSP::INT_AID);
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GenerateDSPInterrupt(DSP::INT_AID);
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}
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}
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@ -115,6 +115,8 @@ bool CWII_IPC_HLE_Device_es::Open(u32 _CommandAddress, u32 _Mode)
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bool CWII_IPC_HLE_Device_es::Close(u32 _CommandAddress)
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bool CWII_IPC_HLE_Device_es::Close(u32 _CommandAddress)
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{
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{
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// Leave deletion of the INANDContentLoader objects to CNANDContentManager, don't do it here!
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m_NANDContent.clear();
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INFO_LOG(WII_IPC_ES, "ES: Close");
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INFO_LOG(WII_IPC_ES, "ES: Close");
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Memory::Write_U32(0, _CommandAddress + 4);
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Memory::Write_U32(0, _CommandAddress + 4);
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m_Active = false;
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m_Active = false;
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@ -184,7 +184,7 @@ void CUCode_AXWii::MixAdd_(short* _pBuffer, int _iSize, ParamBlockType &PB)
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if (!ReadOutPBWii(blockAddr, PB))
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if (!ReadOutPBWii(blockAddr, PB))
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break;
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break;
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ProcessUpdates(PB);
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ProcessUpdates(PB);
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MixAddVoice(PB, templbuffer, temprbuffer, _iSize, true);
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MixAddVoice(PB, templbuffer, temprbuffer, _iSize, true, _CRC);
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if (!WriteBackPBWii(blockAddr, PB))
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if (!WriteBackPBWii(blockAddr, PB))
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break;
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break;
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@ -82,7 +82,7 @@ inline bool WriteBackPBWii(u32 pb_address, ParamBlockType& PB)
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}
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}
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template<class ParamBlockType>
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template<class ParamBlockType>
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inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii)
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inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii, u32 CRC = 0)
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{
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{
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ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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@ -249,12 +249,18 @@ inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer,
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// New Super Mario Bros.Wii, Fatal Frame 4,
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// New Super Mario Bros.Wii, Fatal Frame 4,
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// Resident Evil Darkside Chronicles, Muramasa The Demon Blade, etc.
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// Resident Evil Darkside Chronicles, Muramasa The Demon Blade, etc.
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samplePos = newSamplePos - sampleEnd + loopPos;
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samplePos = newSamplePos - sampleEnd + loopPos;
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// AyuanX: DSP should not touch this running state
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if (Wii && (CRC == 0xfa450138))
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// even when a non-looping voice reaches the end of current sample
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{
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// because some game checks this flag and will turn it off when necessary
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// Some Wii games check this flag and will turn it off when necessary
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//
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// If that is the case, DSP should not touch it
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//pb.running = 0;
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//
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//pb.running = 0;
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}
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else
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{
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pb.running = 0;
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}
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break;
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break;
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}
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}
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