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Packed the emu wiimote structs, removed swap16 and removed the speaker amp as the amp was distorting the audio.
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@ -107,14 +107,13 @@ void Wiimote::SpeakerData(wm_speaker_data* sd)
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// Speaker Pan
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unsigned int vol = (unsigned int)(m_options->settings[4]->GetValue() * 100);
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float amp = 10.0f; // Boost the speaker volume relative to the rest of the game audio
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if (m_reg_speaker.sample_rate)
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{
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unsigned int sample_rate = sample_rate_dividend / Common::swap16(m_reg_speaker.sample_rate);
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unsigned int sample_rate = sample_rate_dividend / m_reg_speaker.sample_rate;
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float speaker_volume_ratio = (float)m_reg_speaker.volume / volume_divisor;
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unsigned int left_volume = (unsigned int)((128 + vol) * speaker_volume_ratio * amp);
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unsigned int right_volume = (unsigned int)((128 - vol) * speaker_volume_ratio * amp);
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unsigned int left_volume = (unsigned int)((128 + vol) * speaker_volume_ratio);
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unsigned int right_volume = (unsigned int)((128 - vol) * speaker_volume_ratio);
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if (left_volume > 255)
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left_volume = 255;
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@ -24,10 +24,9 @@ namespace WiimoteReal
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{
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class Wiimote;
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}
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namespace WiimoteEmu
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{
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#pragma pack(push,1)
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struct ReportFeatures
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{
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u8 core, accel, ir, ext, size;
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@ -197,7 +196,6 @@ private:
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wiimote_key m_ext_key;
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u8 m_eeprom[WIIMOTE_EEPROM_SIZE];
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struct MotionPlusReg
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{
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u8 unknown[0xF0];
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@ -233,6 +231,7 @@ private:
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u8 play;
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u8 unk_9;
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} m_reg_speaker;
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#pragma pack(pop)
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};
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void Spy(Wiimote* wm_, const void* data_, size_t size_);
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