SPU2-X Reverb: I put the mask in the wrong place.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4690 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gigaherz 2011-05-28 20:16:40 +00:00
parent ecc651ffe1
commit 5f66e57ed1
2 changed files with 4 additions and 5 deletions

View File

@ -26,7 +26,7 @@
__forceinline s32 V_Core::RevbGetIndexer( s32 offset )
{
u32 pos = ReverbX + offset & 0xFFFFF; // Apparently some reverb presets use offsets outside of the ps2 memory ...
u32 pos = ReverbX + offset; // Apparently some reverb presets use offsets outside of the ps2 memory ...
// Fast and simple single step wrapping, made possible by the preparation of the
// effects buffer addresses.
@ -36,6 +36,7 @@ __forceinline s32 V_Core::RevbGetIndexer( s32 offset )
pos -= EffectsEndA+1;
pos += EffectsStartA;
}
return pos;
}

View File

@ -259,10 +259,8 @@ s32 V_Core::EffectsBufferIndexer( s32 offset ) const
// that it *4's all addresses before upping them to the SPU2 -- so our buffers are
// already x4'd. It doesn't really make sense that we should x4 them again, and this
// seems to work. (feedback-free in bios and DDS) --air
//offset *= 4;
u32 pos = EffectsStartA + offset;
u32 pos = EffectsStartA + offset & 0xFFFFF;
// Need to use modulus here, because games can and will drop the buffer size
// without notice, and it leads to offsets several times past the end of the buffer.