Fix DTK audio not working after loading a savestate

The main problem was that the volume of the mixer wasn't savestated.
The volume is typically 0 at the beginning of a game, so loading a
savestate at the beginning of a game would lead to silent DTK audio.

I also added savestating to StreamADPCM.cpp.
This commit is contained in:
JosJuice committed 2017-11-06 09:15:14 +01:00
1 parent 5e70af1ce5
commit b00ef39c1c
7 files changed
+38 -2

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+10 -1
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@@ -6,12 +6,13 @@
#include "Core/HW/StreamADPCM.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
namespace StreamADPCM
{
// STATE_TO_SAVE (not saved yet!)
// STATE_TO_SAVE
static s32 histl1;
static s32 histl2;
static s32 histr1;
@@ -56,6 +57,14 @@ void InitFilter()
histr2 = 0;
}
void DoState(PointerWrap& p)
{
p.Do(histl1);
p.Do(histl2);
p.Do(histr1);
p.Do(histr2);
}
void DecodeBlock(s16* pcm, const u8* adpcm)
{
for (int i = 0; i < SAMPLES_PER_BLOCK; i++)