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Not to loop or end audios when numSamples is 0.
Some games may check for it and add more data.
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1 changed files with 2 additions and 2 deletions
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@ -538,11 +538,11 @@ u32 sceAtracDecodeData(int atracID, u32 outAddr, u32 numSamplesAddr, u32 finishF
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atrac->decodePos = atrac->getDecodePosBySample(atrac->currentSample);
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int finishFlag = 0;
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if (atrac->loopNum != 0 && (atrac->currentSample >= atrac->loopEndSample || numSamples == 0)) {
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if (atrac->loopNum != 0 && (atrac->currentSample >= atrac->loopEndSample)) {
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atrac->currentSample = atrac->loopStartSample;
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if (atrac->loopNum > 0)
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atrac->loopNum --;
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} else if (atrac->currentSample >= atrac->endSample || numSamples == 0)
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} else if (atrac->currentSample >= atrac->endSample)
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finishFlag = 1;
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Memory::Write_U32(finishFlag, finishFlagAddr);
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