More accurate audio mixing in AGB mode, fixes #555

This commit is contained in:
Lior Halphon 2023-12-15 20:38:19 +02:00
parent fcf31be735
commit c7c2d08dc5
1 changed files with 4 additions and 12 deletions

View File

@ -89,19 +89,11 @@ static void update_sample(GB_gameboy_t *gb, GB_channel_t index, int8_t value, un
GB_sample_t output;
uint8_t bias = agb_bias_for_channel(gb, index);
if (gb->io_registers[GB_IO_NR51] & (1 << index)) {
output.right = (0xF - value * 2 + bias) * right_volume;
}
else {
output.right = 0xF * right_volume;
}
bool right = gb->io_registers[GB_IO_NR51] & (1 << index);
bool left = gb->io_registers[GB_IO_NR51] & (0x10 << index);
if (gb->io_registers[GB_IO_NR51] & (0x10 << index)) {
output.left = (0xF - value * 2 + bias) * left_volume;
}
else {
output.left = 0xF * left_volume;
}
output.right = (0xF - (right? value : 7) * 2 + bias) * right_volume;
output.left = (0xF - (left? value : 7) * 2 + bias) * left_volume;
if (unlikely(gb->apu_output.channel_muted[index])) {
output.left = output.right = 0;