Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.
Fixes issue 5938. Fixes issue 6067.
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@ -21,6 +21,8 @@
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#include "DSPHost.h"
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#include "DSPHWInterface.h"
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#include "DSPInterpreter.h"
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#include "CoreTiming.h"
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#include "Core.h"
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// The hardware adpcm decoder :)
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static s16 ADPCM_Step(u32& _rSamplePos)
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@ -168,9 +170,11 @@ u16 dsp_read_accelerator()
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if (Address >= EndAddress)
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{
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// Set address back to start address.
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if ((Address & ~0x1f) == (EndAddress & ~0x1f))
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if (Core::g_CoreStartupParameter.bWii || Address == EndAddress)
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{
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Address = (g_dsp.ifx_regs[DSP_ACSAH] << 16) | g_dsp.ifx_regs[DSP_ACSAL];
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DSPCore_SetException(EXP_ACCOV);
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DSPCore_SetException(EXP_ACCOV);
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}
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}
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g_dsp.ifx_regs[DSP_ACCAH] = Address >> 16;
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@ -29,6 +29,8 @@
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#include "Common.h"
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#include "UCode_AX_Structs.h"
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#include "../../DSP.h"
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#include "CoreTiming.h"
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#include "Core.h"
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#ifdef AX_GC
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# define PB_TYPE AXPB
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@ -205,9 +207,8 @@ u16 AcceleratorGetSample()
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// UCode. We simulate what this interrupt does here.
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if (*acc_cur_addr >= acc_end_addr)
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{
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// If we are really at the end (and we don't simply have cur_addr >
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// end_addr all the time), loop back to loop_addr.
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if ((*acc_cur_addr & ~0x1F) == (acc_end_addr & ~0x1F))
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// loop back to loop_addr.
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if (Core::g_CoreStartupParameter.bWii || *acc_cur_addr == acc_end_addr)
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*acc_cur_addr = acc_loop_addr;
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if (acc_pb->audio_addr.looping)
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