Wii U audio tweaks
Clean-up better, and neaten-up some code
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1 changed files with 8 additions and 7 deletions
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@ -192,8 +192,7 @@ bool AudioBackend_Init(void)
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AXVoiceDeviceMixData mix_data[6];
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AXVoiceDeviceMixData mix_data[6];
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memset(mix_data, 0, sizeof(mix_data));
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memset(mix_data, 0, sizeof(mix_data));
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mix_data[0].bus[0].volume = i == 0 ? 0x8000 : 0; // Channel 1 goes on the left speaker
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mix_data[i].bus[0].volume = 0x8000; // Voice 1 goes on the left speaker - voice 2 goes on the right speaker
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mix_data[1].bus[0].volume = i == 1 ? 0x8000 : 0; // Channel 2 goes on the right speaker
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AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_DRC, 0, mix_data);
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AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_DRC, 0, mix_data);
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AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_TV, 0, mix_data);
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AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_TV, 0, mix_data);
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@ -243,11 +242,13 @@ bool AudioBackend_Init(void)
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void AudioBackend_Deinit(void)
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void AudioBackend_Deinit(void)
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{
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{
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for (unsigned int i = 0; i < 2; ++i)
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AXRegisterAppFrameCallback(NULL);
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{
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AXFreeVoice(voices[i]);
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AXFreeVoice(voices[1]);
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free(stream_buffers[i]);
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AXFreeVoice(voices[0]);
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}
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free(stream_buffers[1]);
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free(stream_buffers[0]);
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free(stream_buffer_long);
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free(stream_buffer_long);
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