Aways write voice state as finished playing while proper audren support is not in place
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2 changed files with 28 additions and 8 deletions
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@ -44,18 +44,18 @@ namespace Ryujinx.HLE.OsHle.Services.Aud
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UpdateDataHeader InputDataHeader = AMemoryHelper.Read<UpdateDataHeader>(Context.Memory, InputPosition);
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int MemoryPoolOffset = Marshal.SizeOf(InputDataHeader) + InputDataHeader.BehaviorSize;
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UpdateDataHeader OutputDataHeader = new UpdateDataHeader();
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int UpdateHeaderSize = Marshal.SizeOf<UpdateDataHeader>();
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OutputDataHeader.Revision = Params.Revision;
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OutputDataHeader.BehaviorSize = 0xb0;
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OutputDataHeader.MemoryPoolsSize = (Params.EffectCount + (Params.VoiceCount * 4)) * 0x10;
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OutputDataHeader.MemoryPoolsSize = (Params.EffectCount + Params.VoiceCount * 4) * 0x10;
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OutputDataHeader.VoicesSize = Params.VoiceCount * 0x10;
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OutputDataHeader.EffectsSize = Params.EffectCount * 0x10;
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OutputDataHeader.SinksSize = Params.SinkCount * 0x20;
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OutputDataHeader.PerformanceManagerSize = 0x10;
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OutputDataHeader.TotalSize = Marshal.SizeOf(OutputDataHeader) +
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OutputDataHeader.TotalSize = UpdateHeaderSize +
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OutputDataHeader.BehaviorSize +
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OutputDataHeader.MemoryPoolsSize +
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OutputDataHeader.VoicesSize +
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@ -65,21 +65,32 @@ namespace Ryujinx.HLE.OsHle.Services.Aud
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AMemoryHelper.Write(Context.Memory, OutputPosition, OutputDataHeader);
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for (int Offset = 0x40; Offset < 0x40 + OutputDataHeader.MemoryPoolsSize; Offset += 0x10, MemoryPoolOffset += 0x20)
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int InMemoryPoolOffset = UpdateHeaderSize + InputDataHeader.BehaviorSize;
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int OutMemoryPoolOffset = UpdateHeaderSize;
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for (int Offset = 0; Offset < OutputDataHeader.MemoryPoolsSize; Offset += 0x10, InMemoryPoolOffset += 0x20)
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{
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MemoryPoolState PoolState = (MemoryPoolState)Context.Memory.ReadInt32(InputPosition + MemoryPoolOffset + 0x10);
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MemoryPoolState PoolState = (MemoryPoolState)Context.Memory.ReadInt32(InputPosition + InMemoryPoolOffset + 0x10);
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//TODO: Figure out what the other values does.
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if (PoolState == MemoryPoolState.RequestAttach)
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{
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Context.Memory.WriteInt32(OutputPosition + Offset, (int)MemoryPoolState.Attached);
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Context.Memory.WriteInt32(OutputPosition + OutMemoryPoolOffset + Offset, (int)MemoryPoolState.Attached);
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}
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else if (PoolState == MemoryPoolState.RequestDetach)
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{
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Context.Memory.WriteInt32(OutputPosition + Offset, (int)MemoryPoolState.Detached);
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Context.Memory.WriteInt32(OutputPosition + OutMemoryPoolOffset + Offset, (int)MemoryPoolState.Detached);
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}
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}
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int OutVoicesOffset = OutMemoryPoolOffset + OutputDataHeader.MemoryPoolsSize;
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for (int Offset = 0; Offset < OutputDataHeader.VoicesSize; Offset += 0x10)
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{
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Context.Memory.WriteInt32(OutputPosition + OutVoicesOffset + Offset + 8, (int)VoicePlaybackState.Finished);
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}
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//TODO: We shouldn't be signaling this here.
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UpdateEvent.WaitEvent.Set();
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9
Ryujinx.HLE/OsHle/Services/Aud/VoiceState.cs
Normal file
9
Ryujinx.HLE/OsHle/Services/Aud/VoiceState.cs
Normal file
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@ -0,0 +1,9 @@
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namespace Ryujinx.HLE.OsHle.Services.Aud
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{
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enum VoicePlaybackState : int
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{
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Playing = 0,
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Finished = 1,
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Paused = 2
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}
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}
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