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:
parent
155719dc36
commit
f69184b887
|
@ -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;
|
||||
g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
|
||||
g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
|
||||
INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
|
||||
break;
|
||||
|
||||
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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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
|
||||
//
|
||||
//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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue