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Counters: Adjust SPU async rate
Back to original value, however modified how the next SPU2 sync value is applied
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@@ -146,7 +146,7 @@ void psxRcntInit()
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psxCounters[4].interrupt = 0x08000;
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psxCounters[5].interrupt = 0x10000;
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psxCounters[6].rate = 768; // One SPU tick
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psxCounters[6].rate = 768 * 12; // 12 SPU ticks. 768 would be ideal but some games slow down internally for some reason
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psxCounters[6].CycleT = psxCounters[6].rate;
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psxCounters[6].mode = 0x8;
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@@ -509,6 +509,7 @@ void psxRcntUpdate()
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psxCounters[6].sCycleT = psxRegs.cycle;
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psxCounters[6].CycleT = psxCounters[6].rate;
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SPU2async(difference);
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c = psxCounters[6].CycleT;
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}
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else
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c -= difference;
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