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

@ -408,12 +408,20 @@ void Write16(const u16 _Value, const u32 _Address)
break;
case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA()
{
UAudioDMAControl old_control = g_audioDMA.AudioDMAControl;
g_audioDMA.AudioDMAControl.Hex = _Value;
if (!old_control.Enabled && g_audioDMA.AudioDMAControl.Enabled)
{
// Enabled bit was flipped to true, let's latch address & length and call the interrupt.
g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
GenerateDSPInterrupt(DSP::INT_AID);
INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
}
break;
}
case AUDIO_DMA_BYTES_LEFT:
_dbg_assert_(DSPINTERFACE,0);
break;
@ -438,6 +446,11 @@ void UpdateAudioDMA()
g_audioDMA.ReadAddress += 32;
g_audioDMA.BlocksLeft--;
if (!g_audioDMA.BlocksLeft) {
// No need to turn off the DMA - we can only get here if we had
// blocks left when we entered this function, and no longer have
// any. Latch new parameters
g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
GenerateDSPInterrupt(DSP::INT_AID);
}

View File

@ -115,6 +115,8 @@ bool CWII_IPC_HLE_Device_es::Open(u32 _CommandAddress, u32 _Mode)
bool CWII_IPC_HLE_Device_es::Close(u32 _CommandAddress)
{
// Leave deletion of the INANDContentLoader objects to CNANDContentManager, don't do it here!
m_NANDContent.clear();
INFO_LOG(WII_IPC_ES, "ES: Close");
Memory::Write_U32(0, _CommandAddress + 4);
m_Active = false;

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();
@ -250,11 +250,17 @@ inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer,
// 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
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;
}