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Re-added the ARAM DMA exception check. This fixes the audio cutting in and out of Resident Evil 2 and 3. Removed the special case for short transfers as it is no longer required.
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@ -532,14 +532,10 @@ void UpdateAudioDMA()
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static void Do_ARAM_DMA()
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{
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g_dspState.DSPControl.DMAState = 1;
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if (g_arDMA.Cnt.count == 32)
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{
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CompleteARAM(0, 0);
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}
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else
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{
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CoreTiming::ScheduleEvent_Threadsafe(0, et_CompleteARAM);
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}
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CoreTiming::ScheduleEvent_Threadsafe(0, et_CompleteARAM);
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// Force an early exception check on large transfers. Fixes RE2 audio.
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CoreTiming::ForceExceptionCheck(250);
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// Real hardware DMAs in 32byte chunks, but we can get by with 8byte chunks
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if (g_arDMA.Cnt.dir)
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