mirror of https://github.com/PCSX2/pcsx2.git
SPU: Kind of revert last ADMA change. Clear as reading.
This is a temporary measure while we run some hardware tests, the previous change broke Burnout 3's engine sounds.
This commit is contained in:
parent
bfd960ad1b
commit
83fcd4bd1f
|
@ -111,11 +111,17 @@ StereoOut32 V_Core::ReadInput()
|
|||
SetIrqCall(i);
|
||||
|
||||
// PlayMode & 2 is Bypass Mode, so it doesn't go through the SPU
|
||||
if ((AutoDMACtrl & (Index + 1)) && !(Index == 0 && (PlayMode & 2) != 0))
|
||||
if ((Index == 1) || !(Index == 0 && (PlayMode & 2) != 0))
|
||||
{
|
||||
retval = StereoOut32(
|
||||
(s32)(*GetMemPtr(0x2000 + (Index << 10) + ReadIndex)),
|
||||
(s32)(*GetMemPtr(0x2200 + (Index << 10) + ReadIndex)));
|
||||
|
||||
// Not accurate behaviour but shouldn't hurt for now, need to run some tests
|
||||
// to see why Prince of Persia Warrior Within buzzes when going in to the map
|
||||
// since it starts an ADMA of music, then kills ADMA, so it loops on a few ms of data.
|
||||
GetMemPtr(0x2000 + (Index << 10) + ReadIndex)[0] = 0;
|
||||
GetMemPtr(0x2200 + (Index << 10) + ReadIndex)[0] = 0;
|
||||
}
|
||||
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
|
|
Loading…
Reference in New Issue