mirror of https://github.com/PCSX2/pcsx2.git
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
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@ -26,7 +26,7 @@
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__forceinline s32 V_Core::RevbGetIndexer( s32 offset )
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__forceinline s32 V_Core::RevbGetIndexer( s32 offset )
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{
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{
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u32 pos = ReverbX + offset & 0xFFFFF; // Apparently some reverb presets use offsets outside of the ps2 memory ...
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u32 pos = ReverbX + offset; // Apparently some reverb presets use offsets outside of the ps2 memory ...
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// Fast and simple single step wrapping, made possible by the preparation of the
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// Fast and simple single step wrapping, made possible by the preparation of the
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// effects buffer addresses.
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// effects buffer addresses.
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@ -36,6 +36,7 @@ __forceinline s32 V_Core::RevbGetIndexer( s32 offset )
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pos -= EffectsEndA+1;
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pos -= EffectsEndA+1;
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pos += EffectsStartA;
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pos += EffectsStartA;
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}
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}
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return pos;
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return pos;
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}
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}
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@ -259,10 +259,8 @@ s32 V_Core::EffectsBufferIndexer( s32 offset ) const
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// that it *4's all addresses before upping them to the SPU2 -- so our buffers are
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// that it *4's all addresses before upping them to the SPU2 -- so our buffers are
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// already x4'd. It doesn't really make sense that we should x4 them again, and this
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// already x4'd. It doesn't really make sense that we should x4 them again, and this
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// seems to work. (feedback-free in bios and DDS) --air
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// seems to work. (feedback-free in bios and DDS) --air
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//offset *= 4;
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u32 pos = EffectsStartA + offset & 0xFFFFF;
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u32 pos = EffectsStartA + offset;
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// Need to use modulus here, because games can and will drop the buffer size
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// Need to use modulus here, because games can and will drop the buffer size
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// without notice, and it leads to offsets several times past the end of the buffer.
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// without notice, and it leads to offsets several times past the end of the buffer.
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