diff --git a/Core/HLE/sceSas.cpp b/Core/HLE/sceSas.cpp index eb2598e323..7702be762b 100644 --- a/Core/HLE/sceSas.cpp +++ b/Core/HLE/sceSas.cpp @@ -129,9 +129,9 @@ u32 sceSasSetVoice(u32 core, int voiceNum, u32 vagAddr, int size, int loop) return ERROR_SAS_INVALID_SIZE; } - u32 prevVagAddr = vagAddr; //Real VAG header is 0x30 bytes behind the vagAddr SasVoice &v = sas->voices[voiceNum]; + u32 prevVagAddr = v.vagAddr; v.type = VOICETYPE_VAG; v.vagAddr = vagAddr; v.vagSize = size; diff --git a/Core/HW/SasAudio.cpp b/Core/HW/SasAudio.cpp index 7d47cea073..27ca606715 100644 --- a/Core/HW/SasAudio.cpp +++ b/Core/HW/SasAudio.cpp @@ -248,7 +248,7 @@ void SasInstance::Mix(u32 outAddr) { // for the next time around. A little complicated... // But for now, see Smoothness HACKERY below :P u32 numSamples = (voice.sampleFrac + grainSize * voice.pitch) / PSP_SAS_PITCH_BASE; - if (numSamples > grainSize * 4) { + if ((int)numSamples > grainSize * 4) { ERROR_LOG(SAS, "numSamples too large, clamping: %i vs %i", numSamples, grainSize * 4); numSamples = grainSize * 4; } diff --git a/GPU/GLES/DisplayListInterpreter.cpp b/GPU/GLES/DisplayListInterpreter.cpp index bac15abfda..33db180358 100644 --- a/GPU/GLES/DisplayListInterpreter.cpp +++ b/GPU/GLES/DisplayListInterpreter.cpp @@ -376,7 +376,7 @@ void GLES_GPU::SetRenderFrameBuffer() { VirtualFramebuffer *vfb = 0; for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter) { VirtualFramebuffer *v = *iter; - if (v->fb_address == fb_address && v->width == drawing_width && v->height == drawing_height /* && v->format == fmt */) { + if (v->fb_address == fb_address && v->width == drawing_width && v->height == drawing_height && v->format == fmt) { // Let's not be so picky for now. Let's say this is the one. vfb = v; // Update fb stride in case it changed