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Unbreak sceAudioOutput2OutputBlocking - must be careful about returns in blocking functions!
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@ -321,16 +321,16 @@ u32 sceAudioOutput2Reserve(u32 sampleCount)
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return 0;
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}
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u32 sceAudioOutput2OutputBlocking(u32 vol, u32 dataPtr)
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void sceAudioOutput2OutputBlocking(u32 vol, u32 dataPtr)
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{
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WARN_LOG(HLE,"FAKE sceAudioOutput2OutputBlocking(%i, %08x)", vol, dataPtr);
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chans[0].leftVolume = vol;
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chans[0].rightVolume = vol;
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chans[0].sampleAddress = dataPtr;
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return 0;
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RETURN(0);
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u32 retval = __AudioEnqueue(chans[0], 0, true);
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if (retval < 0)
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return retval;
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RETURN(retval);
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}
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u32 sceAudioOutput2ChangeLength(u32 sampleCount)
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@ -369,7 +369,7 @@ const HLEFunction sceAudio[] =
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// Newer simplified single channel audio output. Presumably for games that use Atrac3
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// directly from Sas instead of playing it on a separate audio channel.
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{0x01562ba3, WrapU_U<sceAudioOutput2Reserve>, "sceAudioOutput2Reserve"},
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{0x2d53f36e, WrapU_UU<sceAudioOutput2OutputBlocking>, "sceAudioOutput2OutputBlocking"},
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{0x2d53f36e, WrapV_UU<sceAudioOutput2OutputBlocking>, "sceAudioOutput2OutputBlocking"},
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{0x63f2889c, WrapU_U<sceAudioOutput2ChangeLength>, "sceAudioOutput2ChangeLength"},
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{0x647cef33, WrapU_V<sceAudioOutput2GetRestSample>, "sceAudioOutput2GetRestSample"},
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{0x43196845, WrapU_V<sceAudioOutput2Release>, "sceAudioOutput2Release"},
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