Not to loop or end audios when numSamples is 0.

Some games may check for it and add more data.
This commit is contained in:
oioitff 2013-05-14 23:27:04 +08:00
parent d0197d072c
commit 1a2bcb70ce

View file

@ -538,11 +538,11 @@ u32 sceAtracDecodeData(int atracID, u32 outAddr, u32 numSamplesAddr, u32 finishF
atrac->decodePos = atrac->getDecodePosBySample(atrac->currentSample);
int finishFlag = 0;
if (atrac->loopNum != 0 && (atrac->currentSample >= atrac->loopEndSample || numSamples == 0)) {
if (atrac->loopNum != 0 && (atrac->currentSample >= atrac->loopEndSample)) {
atrac->currentSample = atrac->loopStartSample;
if (atrac->loopNum > 0)
atrac->loopNum --;
} else if (atrac->currentSample >= atrac->endSample || numSamples == 0)
} else if (atrac->currentSample >= atrac->endSample)
finishFlag = 1;
Memory::Write_U32(finishFlag, finishFlagAddr);