Revert the fix for the random static audio that would sometimes occur in DSP HLE and DSP LLE. The fix caused the music in Fast - Racing League to play random sounds.

This reverts commit r7bf72a6c8476798ecbb9cdb13ec3a8f0b9858da6.

Fixes issue 5910.
This commit is contained in:
skidau 2013-01-22 21:17:29 +11:00
parent 0ba1794df3
commit cff8fe8f77
2 changed files with 8 additions and 5 deletions

View file

@ -165,9 +165,10 @@ u16 dsp_read_accelerator()
// Somehow, YN1 and YN2 must be initialized with their "loop" values,
// so yeah, it seems likely that we should raise an exception to let
// the DSP program do that, at least if DSP_FORMAT == 0x0A.
if ((Address & ~0x1f) == (EndAddress & ~0x1f))
if (Address >= EndAddress)
{
// Set address back to start address.
if ((Address & ~0x1f) == (EndAddress & ~0x1f))
Address = (g_dsp.ifx_regs[DSP_ACSAH] << 16) | g_dsp.ifx_regs[DSP_ACSAL];
DSPCore_SetException(EXP_ACCOV);
}

View file

@ -203,9 +203,11 @@ u16 AcceleratorGetSample()
//
// On real hardware, this would raise an interrupt that is handled by the
// UCode. We simulate what this interrupt does here.
if ((*acc_cur_addr & ~0x1F) == (acc_end_addr & ~0x1F))
if (*acc_cur_addr >= acc_end_addr)
{
// If we are really at the end, loop back to loop_addr.
// If we are really at the end (and we don't simply have cur_addr >
// end_addr all the time), loop back to loop_addr.
if ((*acc_cur_addr & ~0x1F) == (acc_end_addr & ~0x1F))
*acc_cur_addr = acc_loop_addr;
if (acc_pb->audio_addr.looping)