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Fixed resample and corrupt audio bug. Minor documentation updates.
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@ -18,7 +18,9 @@
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#define AIBUF_LEN 0x580
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#define CALC_RESAMPLE_FREQ(sampleRate) (sampleRate / (s32)gAudioContext.audioBufferParameters.frequency)
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#define CALC_RESAMPLE_FREQ(sampleRate) ((float)sampleRate / (s32)gAudioContext.audioBufferParameters.frequency)
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extern bool gUseLegacySD;
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typedef enum {
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/* 0 */ ADSR_STATE_DISABLED,
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@ -611,7 +611,7 @@ extern "C" SoundFontSample* ResourceMgr_LoadAudioSample(const char* path)
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// OTRTODO: Grab loop data from wav
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sampleC->loop = (AdpcmLoop*)malloc(sizeof(AdpcmLoop));
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sampleC->loop->start = 0;
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sampleC->loop->end = sampleC->size / 2;
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sampleC->loop->end = sampleC->size / 2; // OTRTODO: This calculation is probably incorrect... Sometimes it goes past the sample, sometimes it stops too early...
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sampleC->loop->count = 0;
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sampleC->sampleRateMagicValue = 'RIFF';
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sampleC->sampleRate = sampleRate;
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@ -1421,6 +1421,10 @@ void AudioLoad_Init(void* heap, u32 heapSize) {
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uintptr_t bankStart = ResourceMgr_LoadFileRaw(_AudiobankSegmentRomStart);
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uintptr_t tableStart = ResourceMgr_LoadFileRaw(_AudiotableSegmentRomStart);
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// If we have the old audioseq files present (and this is a 32-bit build), use the legacy audio system
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if (seqStart != NULL && bankStart != NULL && tableStart != NULL)
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gUseLegacySD = true;
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fontStart = bankStart;
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AudioLoad_InitTable(gAudioContext.sequenceTable, seqStart, 0);
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@ -2093,7 +2093,12 @@ void func_80075B44(GlobalContext* globalCtx) {
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case 7:
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Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_CRITTER_1 << 4 | NATURE_CHANNEL_CRITTER_3,
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CHANNEL_IO_PORT_1, 0);
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if (globalCtx->envCtx.unk_EE[0] == 0 && globalCtx->envCtx.unk_F2[0] == 0) {
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if (globalCtx->envCtx.unk_EE[0] == 0 && globalCtx->envCtx.unk_F2[0] == 0)
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{
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// OTRTODO: This is where corrupt audio happens. Commenting this out seems to not introduce any side effects?
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// Further investigation is needed...
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if (gUseLegacySD)
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Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_CRITTER_4 << 4 | NATURE_CHANNEL_CRITTER_5,
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CHANNEL_IO_PORT_1, 1);
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}
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