Fix popping in the Wii U audio backend
This commit is contained in:
parent
44465ee4f9
commit
371d66255b
1 changed files with 2 additions and 2 deletions
|
@ -84,7 +84,7 @@ static void FrameCallback(void)
|
||||||
AXVoiceOffsets offsets;
|
AXVoiceOffsets offsets;
|
||||||
AXGetVoiceOffsets(voices[0], &offsets);
|
AXGetVoiceOffsets(voices[0], &offsets);
|
||||||
|
|
||||||
unsigned int current_buffer = offsets.currentOffset > buffer_length ? 1 : 0; // TODO - should probably be '>='
|
unsigned int current_buffer = offsets.currentOffset / buffer_length;
|
||||||
|
|
||||||
static unsigned int last_buffer = 1;
|
static unsigned int last_buffer = 1;
|
||||||
|
|
||||||
|
@ -203,7 +203,7 @@ bool AudioBackend_Init(void)
|
||||||
.dataType = AX_VOICE_FORMAT_LPCM16,
|
.dataType = AX_VOICE_FORMAT_LPCM16,
|
||||||
.loopingEnabled = AX_VOICE_LOOP_ENABLED,
|
.loopingEnabled = AX_VOICE_LOOP_ENABLED,
|
||||||
.loopOffset = 0,
|
.loopOffset = 0,
|
||||||
.endOffset = buffer_length * 2,
|
.endOffset = (buffer_length * 2) - 1, // -1 or else you'll get popping!
|
||||||
.currentOffset = 0,
|
.currentOffset = 0,
|
||||||
.data = stream_buffers[i]
|
.data = stream_buffers[i]
|
||||||
};
|
};
|
||||||
|
|
Loading…
Add table
Reference in a new issue