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authorNebuleon Fumika2012-12-28 01:45:40 -0500
committerNebuleon Fumika2012-12-28 01:45:40 -0500
commitc01a2a42168695233ecc69c4a60ed918e7701fb9 (patch)
treed8a44c6256c2a7652b028525054e0e55d756ff15
parent09b5fdb86139e6356ddd0dcb80fb9f16d9b94640 (diff)
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Keep the audio processing unit (APU) enabled even when the user disabled the audio for a game. This allows some games that synchronise on the APU's actions to continue working.
-rw-r--r--source/nds/entry.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index b4467a1..33566d5 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -341,12 +341,10 @@ void game_disableAudio()
{
if( game_enable_audio == 1)
{
- Settings.APUEnabled = Settings.NextAPUEnabled = TRUE;
S9xSetSoundMute (FALSE);
}
else
{
- Settings.APUEnabled = Settings.NextAPUEnabled = FALSE;
S9xSetSoundMute (TRUE);
}
}
@@ -510,8 +508,6 @@ int load_gamepak(char* file)
*/
// mdelay(50); // Delete this delay
- if (!Settings.APUEnabled)
- S9xSetSoundMute (FALSE);
return 0;
}
@@ -535,9 +531,6 @@ int sfc_main (int argc, char **argv)
S9xInitSound (Settings.SoundPlaybackRate, Settings.Stereo,
Settings.SoundBufferSize);
- if (!Settings.APUEnabled)
- S9xSetSoundMute (TRUE);
-
#ifdef GFX_MULTI_FORMAT
// S9xSetRenderPixelFormat (RGB565);
S9xSetRenderPixelFormat (BGR555);
@@ -861,7 +854,7 @@ void S9xProcessSound (unsigned int)
{
unsigned short *audiobuff;
- if (!Settings.APUEnabled || so.mute_sound )
+ if (so.mute_sound || !game_enable_audio)
return;
if(ds2_checkAudiobuff() > 4)