Henrik Rydgard
913f392d66
Move the SasInstance to the heap. Some cleanup.
2012-12-17 21:43:31 +01:00
Henrik Rydgard
9c65a7b7f8
Fix issue with calling module imports
2012-12-17 21:27:50 +01:00
Henrik Rydgard
b5808eaf47
optimizin', bugfixin'
2012-12-17 20:43:43 +01:00
Henrik Rydgard
9acfd50139
Fix one cause of audio choppiness - we were dropping samples when audio functions blocked. Also some cleanup.
2012-12-17 20:15:23 +01:00
Henrik Rydgard
cb29c1ce4b
Don't use __KernelTriggerWait in sceDisplay
2012-12-17 20:14:54 +01:00
Henrik Rydgard
1e086f5008
Let's not throw away our stereo... Also change mix freq back to 44100 for now.
2012-12-17 19:38:04 +01:00
Henrik Rydgard
bc214dcf37
Merge branch 'master' into mediaengine
...
Conflicts:
Common/LogManager.cpp
Core/CMakeLists.txt
Core/Core.vcxproj
Core/Core.vcxproj.filters
Core/CoreParameter.h
Core/HLE/sceAudio.cpp
Core/HLE/sceKernel.cpp
Core/HLE/sceKernelThread.cpp
Core/HLE/sceMpeg.cpp
android/jni/Android.mk
2012-12-17 18:48:32 +01:00
Henrik Rydgard
1400237d0e
Lots of various work on sceSas. ADSR envelopes, correct looping, etc etc... Still far from perfect but better.
2012-12-17 18:07:25 +01:00
Unknown W. Brackets
17cba6adc3
Switch Mbx to using a linked list.
...
This approximates the error messages for the hardware much better.
More complicated, though.
2012-12-16 21:36:53 -08:00
Unknown W. Brackets
599465ee6e
Correct priority handling for Mbx funcs.
...
Also, moved to correctly updating the linked list.
It's possible a game might follow it since it's there.
2012-12-16 21:36:53 -08:00
Unknown W. Brackets
87fcdc9080
Use KERNELOBJECT_MAX_NAME_LENGTH for name length.
...
Just avoiding magic numbers, didn't know there was a constant.
2012-12-16 21:36:52 -08:00
Unknown W. Brackets
0d07013199
Cleanup timeouts and refer for Mbx functions.
2012-12-16 21:36:52 -08:00
Unknown W. Brackets
13ed64ff4b
Add basic timeout support for Mbx.
2012-12-16 21:36:51 -08:00
Unknown W. Brackets
94094f99bf
Cleanup basic Mbx implementation, create func.
2012-12-16 21:36:51 -08:00
Henrik Rydgard
369afa5b93
sceSas: Resample audio according to pitch
2012-12-16 21:20:16 +01:00
Henrik Rydgard
15b7c1c96c
sceSas cleanup
2012-12-16 20:40:49 +01:00
Henrik Rydgård
8f5b6671db
Merge pull request #182 from unknownbrackets/audio-minor
...
Add range checks to sceSas*() funcs
2012-12-15 23:10:41 -08:00
raven02
1dbb6a8bda
Fix sound distortion and improve sound clarity
2012-12-16 13:11:53 +08:00
Unknown W. Brackets
3899176af6
Add range checks to sceSas*() funcs.
...
Savage Moon, at least, is trying voiceNums up to 43. This makes it
run instead of crashing, and is pretty cheap.
2012-12-15 15:45:41 -08:00
Henrik Rydgård
efd29ab75e
Merge pull request #181 from unknownbrackets/event-flags
...
Support WAITCLEARALL on event flag wait/poll
2012-12-15 10:27:43 -08:00
Henrik Rydgård
cca64e4603
Merge pull request #180 from tmaul/master
...
Fake enough of the on screen keyboard to make games work
2012-12-15 10:09:59 -08:00
Unknown W. Brackets
70cbf98a20
Support WAITCLEARALL on event flag wait/poll.
...
Thanks to @B1ackDaemon for catching this.
2012-12-15 10:06:56 -08:00
TMaul
0414b072a4
Display OSK message
...
And some cleanup
2012-12-15 17:13:58 +00:00
TMaul
a2a4248381
Fake some of the on screen keyboard
...
Now games that use it assume the user has input "000000" which seems to
work for most games. Gets Pixel junk monsters deluxe and Worms battle
island in-game
2012-12-15 16:42:38 +00:00
Unknown W. Brackets
bb10140728
Oops, event flags weren't always deleting properly.
...
Added some comments to explain why removal from waitingThreads is
deferred. Also had to move things around so the right outBitsPtr
is always written to on timeouts.
2012-12-15 01:36:53 -08:00