Try to fix Wii U audio hang part 2

I encountered a hang earlier, so the previous attempt obviously
didn't work.
This commit is contained in:
Clownacy 2020-04-17 18:34:26 +01:00
parent 670f49db77
commit db14899b3e

View file

@ -174,8 +174,7 @@ void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
AXVoiceVeData vol = {.volume = sound->volume}; AXVoiceVeData vol = {.volume = sound->volume};
AXSetVoiceVe(voice, &vol); AXSetVoiceVe(voice, &vol);
AXVoiceDeviceMixData mix_data[1][6]; static AXVoiceDeviceMixData mix_data[1][6];
memset(mix_data, 0, sizeof(mix_data));
mix_data[0][0].bus[0].volume = sound->pan_l; mix_data[0][0].bus[0].volume = sound->pan_l;
mix_data[0][1].bus[0].volume = sound->pan_r; mix_data[0][1].bus[0].volume = sound->pan_r;
@ -252,8 +251,7 @@ void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
sound->pan_l = (unsigned short)(0x8000 * MillibelToScale(-pan)); sound->pan_l = (unsigned short)(0x8000 * MillibelToScale(-pan));
sound->pan_r = (unsigned short)(0x8000 * MillibelToScale(pan)); sound->pan_r = (unsigned short)(0x8000 * MillibelToScale(pan));
AXVoiceDeviceMixData mix_data[1][6]; static AXVoiceDeviceMixData mix_data[1][6];
memset(mix_data, 0, sizeof(mix_data));
mix_data[0][0].bus[0].volume = sound->pan_l; mix_data[0][0].bus[0].volume = sound->pan_l;
mix_data[0][1].bus[0].volume = sound->pan_r; mix_data[0][1].bus[0].volume = sound->pan_r;