-
-
Notifications
You must be signed in to change notification settings - Fork 1.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
cellVoice/cellAudio Fixes #6862
Conversation
21e0b22 to
09695ce
Compare
| attr->name_u64 = 0; | ||
|
|
||
| for (u64 i = 0; i < MAX_AUDIO_EVENT_QUEUES; i++) | ||
| { | ||
| // Create an event queue "bruteforcing" an available key | ||
| const u64 key_value = 0x80004d494f323221ull + i; | ||
|
|
||
| if (const s32 res = sys_event_queue_create(id, attr, key_value, 32)) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Any reason this was 32 before? this is certainly incorrect looking at firmware values but im asking in case it is a workaround for something.
|
There is not too much audio related fixes, so i gave a try, old UT3 bug: No luck, so far. |
|
It ain't about sound quality. |
|
Spelunker has a bug that few seconds that a game is started the music tempo goes normal to slow. |
|
if it isn't a regression from this pr do not report. |
* Use shared lock wherever possible. * Fix cellVoiceSetVolume. * Fix error logging of cellVoiceCreateNotifyEventQueue, cellAudioCreateNotifyEventQueue
TODO: global sdk value used is set in cellAudioInit, which means sdk var value is 0 before it's initialization, currently safely set queue size to 8 in this case.
Other improvements:
Fixes #6884
Fixes Test Drive Unlimited.