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Fix UTF-8 incompatible characters
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parent
e70dcb9eba
commit
d2b22ba840
3 changed files with 22 additions and 20 deletions
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@ -34,8 +34,11 @@ XAudio27API::XAudio27API(uint32 device_id, uint32 samplerate, uint32 channels, u
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m_wfx.Format.nChannels = channels;
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m_wfx.Format.nChannels = channels;
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m_wfx.Format.nSamplesPerSec = samplerate;
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m_wfx.Format.nSamplesPerSec = samplerate;
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m_wfx.Format.wBitsPerSample = bits_per_sample;
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m_wfx.Format.wBitsPerSample = bits_per_sample;
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m_wfx.Format.nBlockAlign = (m_wfx.Format.nChannels * m_wfx.Format.wBitsPerSample) / 8; // must equal (nChannels × wBitsPerSample) / 8
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m_wfx.Format.nBlockAlign = (m_wfx.Format.nChannels * m_wfx.Format.wBitsPerSample) /
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m_wfx.Format.nAvgBytesPerSec = m_wfx.Format.nSamplesPerSec * m_wfx.Format.nBlockAlign; // must equal nSamplesPerSec × nBlockAlign.
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8; // must equal (nChannels * wBitsPerSample) / 8
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m_wfx.Format.nAvgBytesPerSec =
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m_wfx.Format.nSamplesPerSec *
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m_wfx.Format.nBlockAlign; // must equal nSamplesPerSec * nBlockAlign.
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m_wfx.Format.cbSize = sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX);
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m_wfx.Format.cbSize = sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX);
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m_wfx.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
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m_wfx.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
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@ -50,8 +50,11 @@ XAudio2API::XAudio2API(std::wstring device_id, uint32 samplerate, uint32 channel
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m_wfx.Format.nChannels = channels;
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m_wfx.Format.nChannels = channels;
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m_wfx.Format.nSamplesPerSec = samplerate;
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m_wfx.Format.nSamplesPerSec = samplerate;
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m_wfx.Format.wBitsPerSample = bits_per_sample;
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m_wfx.Format.wBitsPerSample = bits_per_sample;
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m_wfx.Format.nBlockAlign = (m_wfx.Format.nChannels * m_wfx.Format.wBitsPerSample) / 8; // must equal (nChannels × wBitsPerSample) / 8
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m_wfx.Format.nBlockAlign = (m_wfx.Format.nChannels * m_wfx.Format.wBitsPerSample) /
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m_wfx.Format.nAvgBytesPerSec = m_wfx.Format.nSamplesPerSec * m_wfx.Format.nBlockAlign; // must equal nSamplesPerSec × nBlockAlign.
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8; // must equal (nChannels * wBitsPerSample) / 8
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m_wfx.Format.nAvgBytesPerSec =
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m_wfx.Format.nSamplesPerSec *
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m_wfx.Format.nBlockAlign; // must equal nSamplesPerSec * nBlockAlign.
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m_wfx.Format.cbSize = sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX);
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m_wfx.Format.cbSize = sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX);
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m_wfx.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
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m_wfx.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
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@ -260,48 +260,44 @@ DRC flat on table, screen facing up. Top pointing away (away from person, pointi
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0.03 0.99 -0.13
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0.03 0.99 -0.13
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0.01 0.13 0.99
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0.01 0.13 0.99
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Turned 45° to the right:
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Turned 45° to the right:
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0.71 -0.03 0.71
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0.71 -0.03 0.71
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0.12 0.99 -0.08
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0.12 0.99 -0.08
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-0.70 0.14 0.70
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-0.70 0.14 0.70
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Turned 45° to the right (top of GamePad pointing right now):
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Turned 45° to the right (top of GamePad pointing right now):
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0.08 -0.03 1.00 -> Z points towards person
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0.08 -0.03 1.00 -> Z points towards person
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0.15 0.99 0.01
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0.15 0.99 0.01
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-0.99 0.15 0.09 -> DRC Z-Axis now points towards X-minus
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-0.99 0.15 0.09 -> DRC Z-Axis now points towards X-minus
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Turned 90° to the right (top of gamepad now pointing towards holder, away from monitor):
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Turned 90° to the right (top of gamepad now pointing towards holder, away from monitor):
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-1.00 -0.01 0.06
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-1.00 -0.01 0.06
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0.00 0.99 0.15
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0.00 0.99 0.15
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-0.06 0.15 -0.99
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-0.06 0.15 -0.99
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Turned 90° to the right (pointing left):
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Turned 90° to the right (pointing left):
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-0.17 -0.01 -0.99
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-0.17 -0.01 -0.99
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-0.13 0.99 0.02
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-0.13 0.99 0.02
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0.98 0.13 -0.17
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0.98 0.13 -0.17
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After another 90° we end up in the initial position:
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After another 90° we end up in the initial position:
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0.99 -0.03 -0.11
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0.99 -0.03 -0.11
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0.01 0.99 -0.13
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0.01 0.99 -0.13
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0.12 0.12 0.99
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0.12 0.12 0.99
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------
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------
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From initial position, lean the GamePad on its left side. 45° up. So the screen is pointing to the top left
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From initial position, lean the GamePad on its left side. 45° up. So the screen is pointing to the
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0.66 -0.75 -0.03
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top left 0.66 -0.75 -0.03 0.74 0.66 -0.11 0.10 0.05 0.99
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0.74 0.66 -0.11
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0.10 0.05 0.99
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Further 45°, GamePad now on its left, screen pointing left:
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Further 45°, GamePad now on its left, screen pointing left:
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-0.03 -1.00 -0.00
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-0.03 -1.00 -0.00
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0.99 -0.03 -0.15
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0.99 -0.03 -0.15
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0.15 -0.01 0.99
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0.15 -0.01 0.99
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From initial position, lean the GamePad on its right side. 45° up. So the screen is pointing to the top right
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From initial position, lean the GamePad on its right side. 45° up. So the screen is pointing to the
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0.75 0.65 -0.11
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top right 0.75 0.65 -0.11 -0.65 0.76 0.07 0.12 0.02 0.99
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-0.65 0.76 0.07
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0.12 0.02 0.99
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From initial position, tilt the GamePad up 90° (bottom side remains in touch with surface):
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From initial position, tilt the GamePad up 90° (bottom side remains in touch with surface):
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0.99 -0.05 -0.10
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0.99 -0.05 -0.10
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-0.10 0.01 -0.99
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-0.10 0.01 -0.99
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0.05 1.00 0.01
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0.05 1.00 0.01
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@ -311,7 +307,7 @@ From initial position, stand the GamePad on its top side:
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0.09 -0.01 1.00
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0.09 -0.01 1.00
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-0.01 -1.00 -0.01
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-0.01 -1.00 -0.01
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Rotate GamePad 180° around x axis, so it now lies on its screen (top of GamePad pointing to holder):
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Rotate GamePad 180° around x axis, so it now lies on its screen (top of GamePad pointing to holder):
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0.99 -0.03 -0.15
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0.99 -0.03 -0.15
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-0.04 -1.00 -0.08
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-0.04 -1.00 -0.08
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-0.15 0.09 -0.99
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-0.15 0.09 -0.99
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