Namco WSG: make non-linear slides faster

but linear is better
This commit is contained in:
tildearrow 2022-05-22 00:10:42 -05:00
parent 367d14357c
commit 5d0c89a59e

View file

@ -399,13 +399,13 @@ int DivPlatformNamcoWSG::dispatch(DivCommand c) {
int destFreq=NOTE_FREQUENCY(c.value2); int destFreq=NOTE_FREQUENCY(c.value2);
bool return2=false; bool return2=false;
if (destFreq>chan[c.chan].baseFreq) { if (destFreq>chan[c.chan].baseFreq) {
chan[c.chan].baseFreq+=c.value; chan[c.chan].baseFreq+=c.value*((parent->song.linearPitch==2)?1:8);
if (chan[c.chan].baseFreq>=destFreq) { if (chan[c.chan].baseFreq>=destFreq) {
chan[c.chan].baseFreq=destFreq; chan[c.chan].baseFreq=destFreq;
return2=true; return2=true;
} }
} else { } else {
chan[c.chan].baseFreq-=c.value; chan[c.chan].baseFreq-=c.value*((parent->song.linearPitch==2)?1:8);
if (chan[c.chan].baseFreq<=destFreq) { if (chan[c.chan].baseFreq<=destFreq) {
chan[c.chan].baseFreq=destFreq; chan[c.chan].baseFreq=destFreq;
return2=true; return2=true;