Fix missing notes in musics with DSPHLE.
Tales of Symphonia and Skies of Arcadia Legends now have working musics with DSPHLE. Some other games with the same symptoms (missing instruments) should probably be fixed by that change too.
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@ -172,8 +172,6 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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if (!ReadPB(blockAddr, PB))
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if (!ReadPB(blockAddr, PB))
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break;
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break;
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ProcessUpdates(PB);
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if (m_CRC != 0x3389a79e)
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if (m_CRC != 0x3389a79e)
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VoiceHacks(PB);
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VoiceHacks(PB);
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@ -335,6 +333,24 @@ bool CUCode_AX::AXTask(u32& _uMail)
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PBaddr[numPBaddr] = HLEMemory_Read_U32(uAddress);
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PBaddr[numPBaddr] = HLEMemory_Read_U32(uAddress);
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numPBaddr++;
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numPBaddr++;
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// HACK: process updates right now instead of waiting until
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// Premix is called. Some games using sequenced music (Tales of
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// Symphonia for example) thought PBs were unused because we
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// were too slow to update them and set them as running. This
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// happens because Premix is basically completely desync-ed
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// from the emulation core (it's running in the audio thread).
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// Fixing this would require rewriting most of the AX HLE.
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u32 block_addr = uAddress;
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AXPB pb;
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while (block_addr)
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{
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if (!ReadPB(block_addr, pb))
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break;
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ProcessUpdates(pb);
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WritePB(block_addr, pb);
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block_addr = (pb.next_pb_hi << 16) | pb.next_pb_lo;
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}
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m_addressPBs = HLEMemory_Read_U32(uAddress); // left in for now
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m_addressPBs = HLEMemory_Read_U32(uAddress); // left in for now
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uAddress += 4;
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uAddress += 4;
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soundStream->GetMixer()->SetHLEReady(true);
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soundStream->GetMixer()->SetHLEReady(true);
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