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SPU: Don't block ADPCM loop flag when setting/keying on in same slice
Fixes repeated sounds in Re-Loaded: The Hardcore Sequel.
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@ -581,10 +581,11 @@ void SPU::WriteVoiceRegister(u32 offset, u16 value)
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// per-voice registers
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const u32 reg_index = (offset % 0x10);
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const u32 voice_index = (offset / 0x10);
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Assert(voice_index < 24);
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DebugAssert(voice_index < 24);
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Voice& voice = m_voices[voice_index];
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if (voice.IsOn() || m_key_on_register & (1u << voice_index))
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const bool voice_was_on = voice.IsOn();
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if (voice_was_on || m_key_on_register & (1u << voice_index))
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m_tick_event->InvokeEarly();
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switch (reg_index)
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@ -648,7 +649,7 @@ void SPU::WriteVoiceRegister(u32 offset, u16 value)
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{
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Log_DebugPrintf("SPU voice %u ADPCM repeat address <- 0x%04X", voice_index, value);
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voice.regs.adpcm_repeat_address = value;
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voice.ignore_loop_address = true;
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voice.ignore_loop_address = voice_was_on;
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}
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break;
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