SPU: Don't block ADPCM loop flag when setting/keying on in same slice

Fixes repeated sounds in Re-Loaded: The Hardcore Sequel.
This commit is contained in:
Connor McLaughlin 2020-10-24 20:26:35 +10:00
parent 98987643b3
commit 1b618b8c46
1 changed files with 4 additions and 3 deletions

View File

@ -581,10 +581,11 @@ void SPU::WriteVoiceRegister(u32 offset, u16 value)
// per-voice registers
const u32 reg_index = (offset % 0x10);
const u32 voice_index = (offset / 0x10);
Assert(voice_index < 24);
DebugAssert(voice_index < 24);
Voice& voice = m_voices[voice_index];
if (voice.IsOn() || m_key_on_register & (1u << voice_index))
const bool voice_was_on = voice.IsOn();
if (voice_was_on || m_key_on_register & (1u << voice_index))
m_tick_event->InvokeEarly();
switch (reg_index)
@ -648,7 +649,7 @@ void SPU::WriteVoiceRegister(u32 offset, u16 value)
{
Log_DebugPrintf("SPU voice %u ADPCM repeat address <- 0x%04X", voice_index, value);
voice.regs.adpcm_repeat_address = value;
voice.ignore_loop_address = true;
voice.ignore_loop_address = voice_was_on;
}
break;