static __inline void getSamples(int y)\r
{\r
#if SIMPLE_WRITE_SOUND\r
+ if (y != 224) return;\r
PsndRender(0, PsndLen);\r
if (PicoWriteSound) PicoWriteSound(PsndLen);\r
PsndClear();\r
// Lock the segment at 'LoopWrite' and copy the next segment in\r
LoopBuffer->Lock(LoopWrite<<((PicoOpt&8) ? 2 : 1),PsndLen<<((PicoOpt&8) ? 2 : 1), &mema,&sizea, &memb,&sizeb, 0);\r
\r
- //dprintf2("lock %p, cpy %x\n", mema, sizea);\r
-\r
if (mema) memcpy(mema,DSoundNext,sizea);\r
// if (memb) memcpy(memb,DSoundNext+sizea,sizeb);\r
+ if (sizeb != 0) dprintf2("sizeb is not 0! (%i)\n", sizeb);\r
\r
LoopBuffer->Unlock(mema,sizea, memb,0);\r
\r
LoopBuffer->GetCurrentPosition(&play,NULL);\r
pos=play>>((PicoOpt&8) ? 2 : 1);\r
\r
- //dprintf2("loop %i pos %i\n", LoopWrite, pos);\r
-\r
// 'LoopWrite' is the next seg in the loop that we want to write\r
// First check that the sound 'play' pointer has moved out of it:\r
if (pos>=LoopWrite && pos<LoopWrite+PsndLen) return 1; // No, it hasn't\r
// bits LSb->MSb:\r
// enable_ym2612&dac, enable_sn76496, enable_z80, stereo_sound;\r
// alt_renderer, 6button_gamepad, accurate_timing, accurate_sprites\r
- PicoOpt=0xbcc7;\r
+ PicoOpt=0xbccf;\r
PsndRate=44100;\r
\r
// Init Direct3D:\r