Attempt to fix sdl sound again

This commit is contained in:
Miloslav Číž 2020-10-10 17:06:57 +02:00
parent 362a05c08b
commit dd7f764bea

View File

@ -325,7 +325,7 @@ uint16_t audioPos = 0;
static inline int16_t mixSamples(int16_t sample1, int16_t sample2)
{
return (sample1 + sample2) / 2;
return sample1 + sample2;
}
uint8_t musicOn = 1;
@ -338,7 +338,7 @@ void audioFillCallback(void *userdata, uint8_t *s, int l)
{
s16[i] = musicOn ?
mixSamples(audioBuff[audioPos], MUSIC_VOLUME *
(SFG_musicTrackAverages[SFG_MusicState.track] - SFG_getNextMusicSample()))
(SFG_getNextMusicSample()- SFG_musicTrackAverages[SFG_MusicState.track]))
: audioBuff[audioPos];
audioBuff[audioPos] = 0;
@ -354,7 +354,7 @@ void SFG_enableMusic(uint8_t enable)
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
uint16_t pos = audioPos;
uint16_t volumeScale = 1 << (volume / 36);
uint16_t volumeScale = 1 << (volume / 37);
for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
{