From c01a2a42168695233ecc69c4a60ed918e7701fb9 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Fri, 28 Dec 2012 01:45:40 -0500 Subject: 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. --- source/nds/entry.cpp | 9 +-------- 1 file changed, 1 insertion(+), 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) -- cgit v1.2.3