Game Boy and NES: pitch macro now affects noise
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@ -284,7 +284,7 @@ void DivPlatformGB::tick(bool sysTick) {
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if (chan[i].freqChanged || chan[i].keyOn || chan[i].keyOff) {
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if (i==3) { // noise
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int ntPos=chan[i].baseFreq+((chan[i].pitch2+64)>>7);
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int ntPos=chan[i].baseFreq+chan[i].pitch2;
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if (ntPos<0) ntPos=0;
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if (ntPos>255) ntPos=255;
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chan[i].freq=noiseTable[ntPos];
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@ -278,6 +278,7 @@ void DivPlatformNES::tick(bool sysTick) {
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ntPos+=chan[i].arpOff;
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}
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}
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ntPos+=chan[i].pitch2;
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if (parent->song.properNoiseLayout) {
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chan[i].freq=15-(ntPos&15);
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} else {
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