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Ignore voicenum = -1 in sceSasSetKeyOff for now. Update native.
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@ -226,17 +226,19 @@ u32 sceSasSetKeyOn(u32 core, int voiceNum)
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// sceSasSetKeyOff can be used to start sounds, that just sound during the Release phase!
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u32 sceSasSetKeyOff(u32 core, int voiceNum)
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{
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DEBUG_LOG(HLE,"0=sceSasSetKeyOff(core=%08x, voiceNum=%i)", core, voiceNum);
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if (voiceNum >= PSP_SAS_VOICES_MAX || voiceNum < 0)
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{
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if (voiceNum == -1) {
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// TODO: Some games (like Every Extend Extra) deliberately pass voiceNum = -1. Does that mean all voices? for now let's ignore.
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DEBUG_LOG(HLE,"sceSasSetKeyOff(core=%08x, voiceNum=%i) - voiceNum = -1???", core, voiceNum);
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return 0;
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} else if (voiceNum < 0 || voiceNum >= PSP_SAS_VOICES_MAX) {
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WARN_LOG(HLE, "%s: invalid voicenum %d", __FUNCTION__, voiceNum);
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return ERROR_SAS_INVALID_VOICE;
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} else {
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DEBUG_LOG(HLE,"0=sceSasSetKeyOff(core=%08x, voiceNum=%i)", core, voiceNum);
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SasVoice &v = sas->voices[voiceNum];
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v.KeyOff();
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return 0;
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}
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SasVoice &v = sas->voices[voiceNum];
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v.KeyOff();
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return 0;
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}
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u32 sceSasSetNoise(u32 core, int voiceNum, int freq)
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2
native
2
native
@ -1 +1 @@
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Subproject commit 618680d3792980df42b29ab7bedec4a5f2a802b5
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Subproject commit dbda5f8037e3da7fda5e5ec4cb59a8047c319e38
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