mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: Delay starting voices for 4 SPU2 cycles after key on. No idea if this is right, but there must be a reason some register writes aren't effective for a few cycles after key on, and this seems likely. Fixes DQ5 adventure log music and Le Mans 24 Hours everything.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5418 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -189,7 +189,9 @@ struct V_Voice
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// sample position within the current decoded packet.
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s32 SCurrent;
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void Start();
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// it takes a few ticks for voices to start on the real SPU2?
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void QueueStart();
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bool Start();
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void Stop();
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};
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@ -436,6 +438,8 @@ struct V_Core
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u32 MADR;
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u32 TADR;
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u32 KeyOn; // not the KON register (though maybe it is)
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StereoOut32 downbuf[8];
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StereoOut32 upbuf[8];
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int dbpos, ubpos;
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@ -25,7 +25,7 @@ namespace Savestate
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// versioning for saves.
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// Increment this when changes to the savestate system are made.
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static const u32 SAVE_VERSION = 0x000b;
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static const u32 SAVE_VERSION = 0x000c;
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static void wipe_the_cache()
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{
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@ -303,7 +303,16 @@ void V_Core::UpdateEffectsBufferSize()
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RevBuffers.MIX_DEST_B1 = EffectsBufferIndexer( Revb.MIX_DEST_B1 );
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}
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void V_Voice::Start()
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void V_Voice::QueueStart()
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{
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if (Cycles - PlayCycle < 4)
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{
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printf(" *** KeyOn after less than 4 T disregarded.\n");
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}
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PlayCycle = Cycles;
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}
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bool V_Voice::Start()
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{
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if((Cycles-PlayCycle)>=4)
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{
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@ -316,7 +325,6 @@ void V_Voice::Start()
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ADSR.Releasing = false;
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ADSR.Value = 1;
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ADSR.Phase = 1;
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PlayCycle = Cycles;
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SCurrent = 28;
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LoopMode = 0;
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LoopFlags = 0;
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@ -327,11 +335,10 @@ void V_Voice::Start()
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PV1 = PV2 = 0;
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PV3 = PV4 = 0;
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NextCrest = -0x8000;
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return true;
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}
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else
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{
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printf(" *** KeyOn after less than 4 T disregarded.\n");
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}
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return false;
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}
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void V_Voice::Stop()
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@ -421,6 +428,13 @@ __forceinline void TimeUpdate(u32 cClocks)
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lClocks += TickInterval;
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Cycles++;
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for (int i = 0; i < 2; i++)
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if (Cores[i].KeyOn)
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for (int j = 0; j < 24; j++)
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if (Cores[i].KeyOn >> j & 1)
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if (Cores[i].Voices[j].Start())
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Cores[i].KeyOn &= ~(1 << j);
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// Note: IOP does not use MMX regs, so no need to save them.
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//SaveMMXRegs();
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Mix();
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@ -1528,11 +1542,13 @@ void StartVoices(int core, u32 value)
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Cores[core].Regs.ENDX &= ~value;
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Cores[core].KeyOn |= value;
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for( u8 vc=0; vc<V_Core::NumVoices; vc++ )
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{
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if( !((value>>vc) & 1) ) continue;
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Cores[core].Voices[vc].Start();
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Cores[core].Voices[vc].QueueStart();
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if( IsDevBuild )
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{
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