Merge branch 'Capcom-Music-Loop'
* Capcom-Music-Loop: Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723. Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
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commit
882d5161f8
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@ -168,7 +168,8 @@ 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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Address = (g_dsp.ifx_regs[DSP_ACSAH] << 16) | g_dsp.ifx_regs[DSP_ACSAL];
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if (Address == EndAddress)
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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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}
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@ -697,14 +697,12 @@ void UpdateAudioDMA()
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void Do_ARAM_DMA()
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{
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// Fake the DMA taking time to complete. The delay is not accurate, but
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// seems like a good estimate
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CoreTiming::ScheduleEvent_Threadsafe(g_arDMA.Cnt.count >> 1, et_GenerateDSPInterrupt, INT_ARAM | (1<<16));
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// Emulating the DMA wait time fixes Knockout Kings 2003 in DSP HLE mode
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if (!GetDSPEmulator()->IsLLE())
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g_dspState.DSPControl.DMAState = 1;
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GenerateDSPInterrupt(INT_ARAM, true);
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// Real hardware DMAs in 32byte chunks, but we can get by with 8byte chunks
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if (g_arDMA.Cnt.dir)
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{
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@ -236,7 +236,8 @@ inline void MixAddVoice(ParamBlockType &pb,
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{
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if (pb.audio_addr.looping == 1)
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{
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samplePos = loopPos;
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if (samplePos == sampleEnd || (pb.audio_addr.sample_format != AUDIOFORMAT_ADPCM))
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samplePos = loopPos;
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if ((!pb.is_stream) && (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM))
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{
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pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
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