2015-04-21 11:51:57 +00:00
|
|
|
auto Program::powerCycle() -> void {
|
|
|
|
if(!emulator) return;
|
|
|
|
emulator->power();
|
|
|
|
showMessage("Power cycled");
|
|
|
|
}
|
|
|
|
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
auto Program::connectDevices() -> void {
|
|
|
|
if(!emulator) return;
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
for(auto& port : emulator->ports) {
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
auto path = string{emulator->information.name, "/", port.name}.replace(" ", "");
|
|
|
|
auto name = settings(path).text();
|
Update to v098r11 release.
byuu says:
Changelog:
- fixed nall/path.hpp compilation issue
- fixed ruby/audio/xaudio header declaration compilation issue (again)
- cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the
file was whitespace overkill)
- added null terminator entry to nall/windows/utf8.hpp argc[] array
- nall/windows/guid.hpp uses the Windows API for generating the GUID
- this should stop all the bug reports where two nall users were
generating GUIDs at the exact same second
- fixed hiro/cocoa compilation issue with uint# types
- fixed major higan/sfc Super Game Boy audio latency issue
- fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions
- major cleanups to higan/processor/r65816 core
- merged emulation/native-mode opcodes
- use camel-case naming on memory.hpp functions
- simplify address masking code for memory.hpp functions
- simplify a few opcodes themselves (avoid redundant copies, etc)
- rename regs.* to r.* to match modern convention of other CPU cores
- removed device.order<> concept from Emulator::Interface
- cores will now do the translation to make the job of the UI easier
- fixed plurality naming of arrays in Emulator::Interface
- example: emulator.ports[p].devices[d].inputs[i]
- example: vector<Medium> media
- probably more surprises
Major show-stoppers to the next official release:
- we need to work on GB core improvements: LY=153/0 case, multiple STAT
IRQs case, GBC audio output regs, etc.
- we need to re-add software cursors for light guns (Super Scope,
Justifier)
- after the above, we need to fix the turbo button for the Super Scope
I really have no idea how I want to implement the light guns. Ideally,
we'd want it in higan/video, so we can support the NES Zapper with the
same code. But this isn't going to be easy, because only the SNES knows
when its output is interlaced, and its resolutions can vary as
{256,512}x{224,240,448,480} which requires pixel doubling that was
hard-coded to the SNES-specific behavior, but isn't appropriate to be
exposed in higan/video.
2016-05-25 11:13:02 +00:00
|
|
|
for(auto& device : port.devices) {
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
if(device.name == name) {
|
|
|
|
emulator->connect(port.id, device.id);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-04-13 11:16:33 +00:00
|
|
|
auto Program::showMessage(const string& text) -> void {
|
|
|
|
statusTime = time(0);
|
|
|
|
statusMessage = text;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto Program::updateStatusText() -> void {
|
|
|
|
time_t currentTime = time(0);
|
|
|
|
|
|
|
|
string text;
|
|
|
|
if((currentTime - statusTime) <= 2) {
|
|
|
|
text = statusMessage;
|
2015-04-21 11:51:57 +00:00
|
|
|
} else if(!emulator || emulator->loaded() == false) {
|
2015-04-13 11:16:33 +00:00
|
|
|
text = "No cartridge loaded";
|
2016-01-15 10:28:51 +00:00
|
|
|
} else if(pause || (!presentation->focused() && settings["Input/FocusLoss/Pause"].boolean())) {
|
2015-04-13 11:16:33 +00:00
|
|
|
text = "Paused";
|
|
|
|
} else {
|
|
|
|
text = statusText;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(text != presentation->statusBar.text()) {
|
|
|
|
presentation->statusBar.setText(text);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto Program::updateVideoPalette() -> void {
|
|
|
|
double saturation = settings["Video/Saturation"].natural() / 100.0;
|
|
|
|
double gamma = settings["Video/Gamma"].natural() / 100.0;
|
|
|
|
double luminance = settings["Video/Luminance"].natural() / 100.0;
|
|
|
|
Emulator::video.setSaturation(saturation);
|
|
|
|
Emulator::video.setGamma(gamma);
|
|
|
|
Emulator::video.setLuminance(luminance);
|
|
|
|
Emulator::video.setPalette();
|
|
|
|
}
|
|
|
|
|
2016-01-15 10:28:51 +00:00
|
|
|
auto Program::updateVideoShader() -> void {
|
2015-11-16 08:38:05 +00:00
|
|
|
if(settings["Video/Driver"].text() == "OpenGL"
|
|
|
|
&& settings["Video/Shader"].text() != "None"
|
2016-01-15 10:28:51 +00:00
|
|
|
&& settings["Video/Shader"].text() != "Blur"
|
2015-11-16 08:38:05 +00:00
|
|
|
&& directory::exists(settings["Video/Shader"].text())
|
|
|
|
) {
|
2015-11-08 08:54:42 +00:00
|
|
|
video->set(Video::Filter, Video::FilterNearest);
|
2015-11-16 08:38:05 +00:00
|
|
|
video->set(Video::Shader, settings["Video/Shader"].text());
|
2015-11-08 08:54:42 +00:00
|
|
|
} else {
|
2016-01-15 10:28:51 +00:00
|
|
|
video->set(Video::Filter, settings["Video/Shader"].text() == "Blur" ? Video::FilterLinear : Video::FilterNearest);
|
2015-11-08 08:54:42 +00:00
|
|
|
video->set(Video::Shader, (string)"");
|
|
|
|
}
|
Update to v094r13 release.
byuu says:
This version polishes up the input dialogue (reset, erase, disable
button when item not focused, split device ID from mapping name), adds
color emulation toggle, and add dummy menu items for remaining features
(to be filled in later.)
Also, it now compiles cleanly on Windows with GTK.
I didn't test with TDM-GCC-32, because for god knows what reason, the
32-bit version ships with headers from Windows 95 OSR2 only. So I built
with TDM-GCC-64 with arch=x86.
And uh, apparently, moving or resizing a window causes a Visual C++
runtime exception in the GTK+ DLLs. This doesn't happen with trance or
renshuu built with TDM-GCC-32. So, yeah, like I said, don't use -m32.
2015-03-07 10:21:47 +00:00
|
|
|
}
|
|
|
|
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto Program::updateAudioDriver() -> void {
|
2015-06-20 05:44:05 +00:00
|
|
|
if(!audio) return;
|
2015-08-24 09:42:11 +00:00
|
|
|
audio->clear();
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
audio->set(Audio::Exclusive, settings["Audio/Exclusive"].boolean());
|
Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
|
|
|
audio->set(Audio::Latency, (uint)settings["Audio/Latency"].natural());
|
2015-06-15 22:26:47 +00:00
|
|
|
}
|
|
|
|
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto Program::updateAudioEffects() -> void {
|
|
|
|
auto volume = settings["Audio/Mute"].boolean() ? 0.0 : settings["Audio/Volume"].natural() * 0.01;
|
|
|
|
Emulator::audio.setVolume(volume);
|
2016-04-18 10:49:45 +00:00
|
|
|
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto balance = max(-1.0, min(1.0, (settings["Audio/Balance"].integer() - 50) / 50.0));
|
|
|
|
Emulator::audio.setBalance(balance);
|
2015-11-16 08:38:05 +00:00
|
|
|
|
Update to v098r13 release.
byuu says:
Changelog:
- nall/dsp returns with new iir/biquad.hpp and resampler/cubic.hpp files
- nall/queue.hpp added (simple ring buffer ... nall/vector wouldn't
cause too many moves with FIFO)
- audio streams now only buffer 20ms; so even if multiple audio streams
desync, latency can never exceed 20ms
- replaced blackman windwed sinc FIR hermite audio filter with transposed
direct form II biquadratic sixth-order IIR butterworth filter (better
attenuation of frequencies above 20KHz, faster, no need for decimation,
less code)
- put in experimental eight-tap echo filter (a lot better than what I
had before, but still rather weak)
- substantial cleanups to the SuperFX GSU processor core (slightly
faster, 479KB->100KB object file, 42.7KB->33.4KB source code size,
way less code duplication)
We'll definitely want to test the whole SuperFX library (not many games)
just to make sure there's no regressions caused by this one.
Not sure what I want to do with audio processing effects yet. I've always
really wanted lots of fun controls to customize audio, and now finally
with this new biquad filter, I can finally start implementing real
effects. For instance, an equalizer wouldn't be too complicated anymore.
The new reverb effect is still a poor man's version. I need to find human
readable source for implementing a comb-filter properly. I'm pretty sure
I can already treat nall::queue as an all-pass filter since all that
does is phase shift (fancy audio term for "delay audio"). What's really
going to be hard is figuring out how to expose user-friendly settings for
controlling it. It looks like you need a bunch of coprime coefficients,
and I don't think casual users are going to be able to hand-enter coprime
values to get the echo effect they want. I uh ... don't even know how
to calculate coprime values dynamically right now >_> But we're going
to have to, as they are correlated to the output sampling rate.
We'll definitely want to make some audio profiles so that users can
quickly select pre-configured themes that sound nice, but expose the
underlying coefficients so that they can tweak stuff to their liking. This
isn't just about higan, this is about me trying to learn digital signal
processing, so please don't be too upset about feature creep or anything
on this.
Anyway ... I'm having some difficulties with my audio right now. When
the reverb effect is enabled, there's a bunch of static on system
reset for just a moment. But this should not be possible. nall::queue
is initializing all previous reverb sample elements to 0.0. I don't
understand where static is coming in from. Further, we have the same
issue with both the windowed sinc and the biquad filters ... a bit of
a popping sound when starting a game. Any help tracking this down would
be appreciated.
There's also one really annoying issue ... I can't seem to do reverb
or volume adjustments with normalized samples. If I say "volume *= 0.5"
in higan/audio/audio.cpp line 68, it doesn't just halve the volume, it
adds a whole bunch of distortion. This makes absolutely zero sense to
me. The sample values are between 0.0 (mute) and 1.0 (full volume) here,
so multiplying a double by 0.5 shouldn't cause distortion. So right now,
I'm doing these adjustments with less precision after denormalizing back
to int16. Anyone ever see something like that? :/
2016-05-31 22:29:36 +00:00
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auto reverbEnable = settings["Audio/Reverb/Enable"].boolean();
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Emulator::audio.setReverb(reverbEnable);
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2015-06-15 22:26:47 +00:00
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}
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