mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X:
We overshot the final pre-clamp shift by one bit. Should be final now ;) git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3422 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -775,12 +775,12 @@ __forceinline void Mix()
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}
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}
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else
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else
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{
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{
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Out.Left = MulShr32( Out.Left<<(SndOutVolumeShift+2), Cores[1].MasterVol.Left.Value );
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Out.Left = MulShr32( Out.Left<<(SndOutVolumeShift+1), Cores[1].MasterVol.Left.Value );
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Out.Right = MulShr32( Out.Right<<(SndOutVolumeShift+2), Cores[1].MasterVol.Right.Value );
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Out.Right = MulShr32( Out.Right<<(SndOutVolumeShift+1), Cores[1].MasterVol.Right.Value );
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// Final Clamp!
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// Final Clamp!
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// Like any good audio system, the PS2 pumps the volume and incurs some distortion in its
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// Like any good audio system, the PS2 pumps the volume and incurs some distortion in its
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// output, giving us a nice thumpy sound at times. So we add 2 above (4x volume pump) and
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// output, giving us a nice thumpy sound at times. So we add 1 above (2x volume pump) and
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// then clamp it all here.
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// then clamp it all here.
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Out = clamp_mix( Out, SndOutVolumeShift );
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Out = clamp_mix( Out, SndOutVolumeShift );
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