![shattered union patches shattered union patches](https://www.fantasywelt.de/media/image/product/144807/md/transformers-shattered-glass-deluxe-class-actionfigur-2021-blurr-exclusive-14-cm_1.jpg)
With this fix, The Warrior's background music is back to audible. Certain titles do input specific mixbins' volume, however, we exclude the other volumes for maximum volume result. Since noticed an issue with The Warrior's background music being missing from the main menu, after debugging and found the cause of the issue. With this change, both Fatal Frame 1 and 2 successfully reach in-game for the first time!įix Audio Overall Volume Not Included From Input Sets of Volume The problem was that we were passing an access mask of zero to NtDuplicateObject, which meant that the duplicated handle would have no access rights at all, which explains why all subsequent file access operations on it would inevitably fail. Fix incorrect flags in NtDuplicateObject No changes are expected, but since it makes D3D9 usage more correct anything can happen - performance improvements are nearly impossible, but it may fix e.g. On threading considerations when creating, releasing or resetting D3D devices: EmuCreateDeviceProxy has been removed - now the entire process of device creation is done inline, with the exception of a call to CreateDevice - as it must be done on a window message thread (see the link below), it is now sent to an appropriate thread (in a blocking manner) via a newly added RunOnWndMsgThread function."Synchronization" via volatile bool variables has been completely removed - either by making it useless or by replacing it with an event.This PR lays the foundation for migration to Direct3D9Ex by cleaning up and improving the correctness of D3D device creation: I had to rerun the extended sampling test to fix the final expectation result from cxbxr's end. With test case, Burnout 3, mentioned by gives me a theory of what's happening inside the stream's internal flush function.
#SHATTERED UNION PATCHES SERIES#
Outside of that, as always, we had improvements related to sound, performance, and rendering, let’s take a peek at our yearly numbers before going into details:Īnother Round of DSound's Stream fixes Īfter going through a series of hardware sampling tests with the DirectSoundStream class, both hardware and this pull request's log are exactly the same.
![shattered union patches shattered union patches](https://i.ebayimg.com/images/g/locAAOSwaNBUh9YX/s-l300.jpg)
For the sake of curiosity, I’ve also made a chart covering the numbers of the entire year, comparing our progress month by month (check below and prepare to be surprised). Compatibility wise we had one of those months: 11 new playable games. Strelok here with yet another report and Ho Ho Ho… a bit too late for this I guess? Late or not, a gift is a gift, and this is how I see the progress we’ve made in the last month of the year. Strelok wrote this up way back on January 10th, so this report covers progress made in December 2020 Between lockdown fatigue and being a new parent, posting this kind of slipped my mind.