mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-27 13:44:15 +01:00
-moved a few things to mem1, seems like we have enough space
left for that still ;) -fixed that fatal memory bug, now memory usage looks correct :)
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@ -14,11 +14,11 @@
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#define wbfs_fatal(x) do { gprintf(x); wd_last_error = 1; } while(0)
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#define wbfs_error(x) do { gprintf(x); wd_last_error = 2; } while(0)
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#define wbfs_malloc(x) MEM2_alloc(x)
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#define wbfs_free(x) MEM2_free(x)
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#define wbfs_malloc(x) MEM1_alloc(x)
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#define wbfs_free(x) MEM1_free(x)
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#define wbfs_ioalloc(x) MEM2_alloc(((x) + 31) & ~31)
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#define wbfs_iofree(x) MEM2_free(x)
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#define wbfs_ioalloc(x) MEM1_memalign(32, x)
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#define wbfs_iofree(x) MEM1_free(x)
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#define wbfs_be16(x) (*((u16*)(x)))
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#define wbfs_be32(x) (*((u32*)(x)))
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@ -1750,7 +1750,7 @@ void CMenu::_mainLoopCommon(bool withCF, bool blockReboot, bool adjusting)
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m_gamesound_changed = false;
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}
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else if(!m_gameSelected)
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m_gameSound.Stop();
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m_gameSound.FreeMemory();
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CheckThreads();
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@ -380,7 +380,7 @@ void CMenu::_game(bool launch)
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}
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if (BTN_HOME_PRESSED || BTN_B_PRESSED)
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{
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m_gameSound.Stop();
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m_gameSound.FreeMemory();
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CheckGameSoundThread();
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break;
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}
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@ -118,6 +118,17 @@ void SoundHandler::RemoveDecoder(int voice)
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if(DecoderList[voice] != NULL)
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{
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(*DecoderList[voice]).ClearBuffer();
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if(DecoderList[voice]->GetSoundType() == SOUND_OGG)
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delete((OggDecoder *)DecoderList[voice]);
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else if(DecoderList[voice]->GetSoundType() == SOUND_MP3)
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delete((Mp3Decoder *)DecoderList[voice]);
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else if(DecoderList[voice]->GetSoundType() == SOUND_WAV)
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delete((WavDecoder *)DecoderList[voice]);
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else if(DecoderList[voice]->GetSoundType() == SOUND_AIF)
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delete((AifDecoder *)DecoderList[voice]);
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else if(DecoderList[voice]->GetSoundType() == SOUND_BNS)
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delete((BNSDecoder *)DecoderList[voice]);
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else
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delete DecoderList[voice];
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DecoderList[voice] = NULL;
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}
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@ -42,7 +42,8 @@ class GuiSound
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//!\param filesize Length of sound data
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GuiSound(std::string filepath, int voice = -1);
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GuiSound(const u8 * snd, u32 len, std::string name, bool allocated = false, int voice = -1);
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//!Stops sound and frees all memory/closes files
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void FreeMemory();
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//!Destructor
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~GuiSound();
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//!Load a file and replace the old one
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@ -86,9 +87,6 @@ class GuiSound
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//!Special sound case for sound.bin
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void UncompressSoundbin(const u8 * snd, u32 len, bool isallocated);
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protected:
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//!Stops sound and frees all memory/closes files
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void FreeMemory();
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std::string filepath;
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u8 *sound; //!< Pointer to the sound data
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u32 length; //!< Length of sound data
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