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Diffstat (limited to 'backends/platform/ds/arm9/source/dsmain.cpp')
-rw-r--r--backends/platform/ds/arm9/source/dsmain.cpp13
1 files changed, 4 insertions, 9 deletions
diff --git a/backends/platform/ds/arm9/source/dsmain.cpp b/backends/platform/ds/arm9/source/dsmain.cpp
index a130509e36..f4706807f7 100644
--- a/backends/platform/ds/arm9/source/dsmain.cpp
+++ b/backends/platform/ds/arm9/source/dsmain.cpp
@@ -168,7 +168,7 @@ bool displayModeIs8Bit = false;
u8 gameID;
bool snapToBorder = false;
-bool consoleEnable = false;
+bool consoleEnable = true;
bool gameScreenSwap = false;
bool isCpuScalerEnabled();
//#define HEAVY_LOGGING
@@ -899,12 +899,6 @@ u16* get8BitBackBuffer() {
return BG_GFX + 0x10000; // 16bit qty!
}
-void setSoundProc(OSystem_DS::SoundProc proc, void* param) {
-// consolePrintf("Set sound callback");
- soundCallback = proc;
- soundParam = param;
-}
-
// The sound system in ScummVM seems to always return stereo interleaved samples.
// Here, I'm treating an 11Khz stereo stream as a 22Khz mono stream, which works sorta ok, but is
// a horrible bodge. Any advice on how to change the engine to output mono would be greatly
@@ -914,7 +908,8 @@ void doSoundCallback() {
consolePrintf("doSoundCallback...");
#endif
- if (soundCallback) {
+ if (OSystem_DS::instance())
+ if (OSystem_DS::instance()->getMixerImpl()) {
lastCallbackFrame = frameCount;
for (int r = IPC->playingSection; r < IPC->playingSection + 4; r++) {
@@ -923,7 +918,7 @@ void doSoundCallback() {
if (IPC->fillNeeded[chunk]) {
IPC->fillNeeded[chunk] = false;
DC_FlushAll();
- soundCallback(soundParam, (byte *) (soundBuffer + ((bufferSamples >> 2) * chunk)), bufferSamples >> 1);
+ OSystem_DS::instance()->getMixerImpl()->mixCallback((byte *) (soundBuffer + ((bufferSamples >> 2) * chunk)), bufferSamples >> 1);
IPC->fillNeeded[chunk] = false;
DC_FlushAll();
}