mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: Fix some signed/unsigned mismatch warnings.
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9a950cdca6
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@ -116,7 +116,7 @@ static void __forceinline IncrementNextA(V_Core& thiscore, uint voiceidx)
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// Important! Both cores signal IRQ when an address is read, regardless of
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// Important! Both cores signal IRQ when an address is read, regardless of
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// which core actually reads the address.
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// which core actually reads the address.
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for( uint i=0; i<2; i++ )
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for( int i=0; i<2; i++ )
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{
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{
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if( Cores[i].IRQEnable && (vc.NextA==Cores[i].IRQA ) )
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if( Cores[i].IRQEnable && (vc.NextA==Cores[i].IRQA ) )
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{
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{
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@ -522,7 +522,7 @@ static __forceinline s32 GetNoiseValues( V_Core& thiscore, uint voiceidx )
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static __forceinline void spu2M_WriteFast( u32 addr, s16 value )
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static __forceinline void spu2M_WriteFast( u32 addr, s16 value )
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{
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{
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// Fixes some of the oldest hangs in pcsx2's history! :p
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// Fixes some of the oldest hangs in pcsx2's history! :p
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for( uint i=0; i<2; i++ )
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for( int i=0; i<2; i++ )
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{
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{
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if( Cores[i].IRQEnable && Cores[i].IRQA == addr )
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if( Cores[i].IRQEnable && Cores[i].IRQA == addr )
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{
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{
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@ -140,7 +140,7 @@ StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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// within that zone then the "bulk" of the test is skipped, so this should only
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// within that zone then the "bulk" of the test is skipped, so this should only
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// be a slowdown on a few evil games.
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// be a slowdown on a few evil games.
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for( uint i=0; i<2; i++ )
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for( int i=0; i<2; i++ )
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{
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{
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if( Cores[i].IRQEnable && ((Cores[i].IRQA >= EffectsStartA) && (Cores[i].IRQA <= EffectsEndA)) )
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if( Cores[i].IRQEnable && ((Cores[i].IRQA >= EffectsStartA) && (Cores[i].IRQA <= EffectsEndA)) )
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{
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{
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