msu1: generate even if muted

This commit is contained in:
OV2 2017-09-03 20:42:43 +02:00
parent 75037ef380
commit 27fa8ecb97
1 changed files with 7 additions and 5 deletions

View File

@ -383,10 +383,12 @@ int S9xGetSampleCount (void)
/* TODO: Attach */
void S9xFinalizeSamples (void)
{
bool generate_msu1 = false, drop_current_msu1_samples = false;
bool drop_current_msu1_samples = true;
if (!Settings.Mute)
{
drop_current_msu1_samples = false;
if (!spc::resampler->push((short *)spc::landing_buffer, SNES::dsp.spc_dsp.sample_count()))
{
/* We weren't able to process the entire buffer. Potential overrun. */
@ -398,12 +400,12 @@ void S9xFinalizeSamples (void)
// since we drop the current dsp samples we also want to drop generated msu1 samples
drop_current_msu1_samples = true;
}
// only generate msu1 if we really consumed the dsp samples (sample_count() resets at end of function),
// otherwise we will generate multiple times for the same samples
generate_msu1 = true;
}
if (Settings.MSU1 && generate_msu1)
// only generate msu1 if we really consumed the dsp samples (sample_count() resets at end of function),
// otherwise we will generate multiple times for the same samples - so this needs to be after all early
// function returns
if (Settings.MSU1)
{
// generate the same number of msu1 samples as dsp samples were generated
S9xMSU1SetOutput((int16 *)msu::landing_buffer, msu::buffer_size);