Wii U audio tweaks

Clean-up better, and neaten-up some code
This commit is contained in:
Clownacy 2020-07-02 02:31:55 +01:00
parent 28964f166c
commit 6cc976d4d6

View file

@ -192,8 +192,7 @@ bool AudioBackend_Init(void)
AXVoiceDeviceMixData mix_data[6];
memset(mix_data, 0, sizeof(mix_data));
mix_data[0].bus[0].volume = i == 0 ? 0x8000 : 0; // Channel 1 goes on the left speaker
mix_data[1].bus[0].volume = i == 1 ? 0x8000 : 0; // Channel 2 goes on the right speaker
mix_data[i].bus[0].volume = 0x8000; // Voice 1 goes on the left speaker - voice 2 goes on the right speaker
AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_DRC, 0, mix_data);
AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_TV, 0, mix_data);
@ -243,11 +242,13 @@ bool AudioBackend_Init(void)
void AudioBackend_Deinit(void)
{
for (unsigned int i = 0; i < 2; ++i)
{
AXFreeVoice(voices[i]);
free(stream_buffers[i]);
}
AXRegisterAppFrameCallback(NULL);
AXFreeVoice(voices[1]);
AXFreeVoice(voices[0]);
free(stream_buffers[1]);
free(stream_buffers[0]);
free(stream_buffer_long);