aica: don't disable channel when reaching full attenuation
Some games rely on the channel still being processed and CA/LP being updated. Courtesy of @kihato Issues #472, #483, #1180, #1249, #1030 (partial)
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@ -1211,8 +1211,7 @@ void AegStep(ChannelEx* ch)
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if (ch->AEG.GetValue() >= 0x3FF)
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{
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aeg_printf("[%d]AEG_step : EG_Release End @ %x", ch->ChannelNumber, ch->AEG.GetValue());
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ch->AEG.SetValue(0x3FF); // TODO: mnn, should we do anything about it running wild ?
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ch->disable(); // TODO: Is this ok here? It's a speed optimisation (since the channel is muted)
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ch->AEG.SetValue(0x3FF);
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}
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break;
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}
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