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author | Nebuleon Fumika | 2012-12-28 01:45:40 -0500 |
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committer | Nebuleon Fumika | 2012-12-28 01:45:40 -0500 |
commit | c01a2a42168695233ecc69c4a60ed918e7701fb9 (patch) | |
tree | d8a44c6256c2a7652b028525054e0e55d756ff15 /source | |
parent | 09b5fdb86139e6356ddd0dcb80fb9f16d9b94640 (diff) | |
download | snes9x2005-c01a2a42168695233ecc69c4a60ed918e7701fb9.tar.gz snes9x2005-c01a2a42168695233ecc69c4a60ed918e7701fb9.tar.bz2 snes9x2005-c01a2a42168695233ecc69c4a60ed918e7701fb9.zip |
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.
Diffstat (limited to 'source')
-rw-r--r-- | source/nds/entry.cpp | 9 |
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) |