diff --git a/Source/Core/Core/Src/HW/DSP.cpp b/Source/Core/Core/Src/HW/DSP.cpp index ebd10b0ff9..35e01eac32 100644 --- a/Source/Core/Core/Src/HW/DSP.cpp +++ b/Source/Core/Core/Src/HW/DSP.cpp @@ -612,6 +612,11 @@ void Update_ARAM_DMA() GenerateDSPInterrupt(INT_ARAM); } +// ============================================================= +// This is how it works: The game has written sound to RAM, the DSP will read it with +// this function. SamplePos in the plugin is double the value given here because it +// works on a nibble level. +// ------------------- u8 ReadARAM(u32 _iAddress) { //LOGV(DSPINTERFACE, 0, "ARAM (r) 0x%08x", _iAddress); @@ -631,6 +636,8 @@ u8* GetARAMPtr() { return g_ARAM; } +// =================== + void WriteARAM(u8 _iValue, u32 _iAddress) {