diff --git a/Core/HLE/sceAudio.cpp b/Core/HLE/sceAudio.cpp index 35fadde9ec..6b7cbcc071 100644 --- a/Core/HLE/sceAudio.cpp +++ b/Core/HLE/sceAudio.cpp @@ -321,16 +321,16 @@ u32 sceAudioOutput2Reserve(u32 sampleCount) return 0; } -u32 sceAudioOutput2OutputBlocking(u32 vol, u32 dataPtr) +void sceAudioOutput2OutputBlocking(u32 vol, u32 dataPtr) { WARN_LOG(HLE,"FAKE sceAudioOutput2OutputBlocking(%i, %08x)", vol, dataPtr); chans[0].leftVolume = vol; chans[0].rightVolume = vol; chans[0].sampleAddress = dataPtr; - return 0; + RETURN(0); u32 retval = __AudioEnqueue(chans[0], 0, true); if (retval < 0) - return retval; + RETURN(retval); } u32 sceAudioOutput2ChangeLength(u32 sampleCount) @@ -369,7 +369,7 @@ const HLEFunction sceAudio[] = // Newer simplified single channel audio output. Presumably for games that use Atrac3 // directly from Sas instead of playing it on a separate audio channel. {0x01562ba3, WrapU_U, "sceAudioOutput2Reserve"}, - {0x2d53f36e, WrapU_UU, "sceAudioOutput2OutputBlocking"}, + {0x2d53f36e, WrapV_UU, "sceAudioOutput2OutputBlocking"}, {0x63f2889c, WrapU_U, "sceAudioOutput2ChangeLength"}, {0x647cef33, WrapU_V, "sceAudioOutput2GetRestSample"}, {0x43196845, WrapU_V, "sceAudioOutput2Release"},