From 3aaabfb987bd0e1e003d8a953ba734aa281f84eb Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 9 Jun 2013 22:47:01 -0700 Subject: [PATCH] Revert #1974, the other fixes are better. This is no longer needed for games I have, and it breaks Final Fantasy Tactics' sound effects. Looking at JPCSP for insight, I saw that it re-enables loops if you set a voice even with a different address (I think?) but that seems strange. --- Core/HW/SasAudio.cpp | 1 - Core/HW/SasAudio.h | 1 - 2 files changed, 2 deletions(-) diff --git a/Core/HW/SasAudio.cpp b/Core/HW/SasAudio.cpp index 5cfa467412..61bbe9a061 100644 --- a/Core/HW/SasAudio.cpp +++ b/Core/HW/SasAudio.cpp @@ -538,7 +538,6 @@ void SasVoice::KeyOn() { void SasVoice::KeyOff() { on = false; envelope.KeyOff(); - vag.SetLoop(false); } void SasVoice::ChangedParams(bool changedVag) { diff --git a/Core/HW/SasAudio.h b/Core/HW/SasAudio.h index 32bf972762..04ef307a32 100644 --- a/Core/HW/SasAudio.h +++ b/Core/HW/SasAudio.h @@ -84,7 +84,6 @@ public: void DecodeBlock(u8 *&readp); bool End() const { return end_; } - void SetLoop(bool enabled) { loopEnabled_ = enabled; } void DoState(PointerWrap &p);