mirror of https://github.com/bsnes-emu/bsnes.git
11 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 7e7003fd29 |
Update to v102r15 release.
byuu says: Changelog: - nall: added DSP::IIR::OnePole (which is a first-order IIR filter) - FC/APU: removed strong highpass, weak hipass filters (and the dummied out lowpass filter) - MS,GG,MD/PSG: removed lowpass filter - MS,GG,MD/PSG: audio was not being centered properly; removed centering for now - MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14 signed bits (-0x2000 to +0x1fff) [Cydrak] - MD/YM2612: removed lowpass filter - PCE/PSG: audio was not being centered properly; removed centering for now First thing is that I've removed all of the ad-hoc audio filtering. Emulator::Stream intrinsically provides a three-pass, second-order biquad IIR butterworth lowpass filter that clips frequencies above 20KHz with very good attenuation (as good as IIR gets, anyway.) It doesn't really make sense to have the various cores running additional lowpass filters. If we want to filter frequencies below 20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff frequency value, and we can do it all at once, with much better quality. Right now, I don't know what frequencies are best to cut off the various other audio cores, so they're just gone for now. As for the highpass filters for the Famicom core, well ... you don't get aliasing from resampling low frequencies. And generally speaking, too low a frequency will be inaudible anyway. All these were doing was killing possible bass (if they were too strong.) We can add them again, but only if someone can convert Ryphecha's ad-hoc magic integers into a frequency cutoff. In which case, I'll use my biquad IIR filter to do it even better. On this note, it may prove useful to do this for the MD PSG as well, to try and head off unnecessary clamping when mixing with the YM2612. Finally, there was the audio centering issue that affected the MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which was resulting in extremely heavy distortion if you tried listening to higan and, say, audacious at the same time. Without the botched centering, this distortion is completely gone now. However, without any centering, we've halved the potential volume range. This means the audio slider in higan's audio settings panel will start clamping twice as quickly. So ultimately, we need to figure out how to fix the centering. This isn't as simple as just subtracting less. We will probably have to center every individual audio channel before summing them to do this properly. Results: On the Mega Drive, Altered Beast sounds quite a bit better, a lot less distortion now. But it's still not perfect, especially sound effects. Further, Bare Knuckle / Streets of Rage still has really bad sound effects. It looks like I broke something in Cydrak's code when trying to adapt it to my style =( |
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Tim Allen | 20ac95ee49 |
Update to v098r15 release.
byuu says: Changelog: - removed template usage from processor/spc700; cleaned up many function names and the switch table - object size: 176.8kb => 127.3kb - source code size: 43.5kb => 37.0kb - fixed processor/r65816 BRK/COP vector regression [hex_usr] - corrected HuC3 unmapped RAM read value; fixes Robopon [endrift] - cosmetic: simplified the butterworth constant calculation [Wolfram|Alpha] The SPC700 core changes took forever, about three hours of work. Only the LR35902 and R6502 still need their template functions removed. The point of this is that it doesn't cause any speed penalty to do so, and it results in smaller binary sizes and faster compilation times. |
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Tim Allen | fdc41611cf |
Update to v098r14 release.
byuu says: Changelog: - improved attenuation of biquad filter by computing butterworth Q coefficients correctly (instead of using the same constant) - adding 1e-25 to each input sample into the biquad filters to try and prevent denormalization - updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb happen in floating-point mode now - good amount of work to make the base Emulator::Audio support any number of output channels - so that we don't have to do separate work on left/right channels; and can instead share the code for each channel - Emulator::Interface::audioSample(int16 left, int16 right); changed to: - Emulator::Interface::audioSample(double* samples, uint channels); - samples are normalized [-1.0 to +1.0] - for now at least, channels will be the value given to Emulator::Audio::reset() - fixed GUI crash on startup when audio driver is set to None I'm probably going to be updating ruby to accept normalized doubles as well; but I'm not sure if I will try and support anything other 2-channel audio output. It'll depend on how easy it is to do so; perhaps it'll be a per-driver setting. The denormalization thing is fierce. If that happens, it drops the emulator framerate from 220fps to about 20fps for Game Boy emulation. And that happens basically whenever audio output is silent. I'm probably also going to make a nall/denormal.hpp file at some point with platform-specific functionality to set the CPU state to "denormals as zero" where applicable. I'll still add the 1e-25 offset (inaudible) as another fallback. |
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Tim Allen | 839813d0f1 |
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? :/ |
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Tim Allen | 19e1d89f00 |
Update to v098r01 release.
byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler. |
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Tim Allen | 0d0af39b44 |
Update to v097r14 release.
byuu says: This is a few days old, but oh well. This WIP changes nall,hiro,ruby,icarus back to (u)int(8,16,32,64)_t. I'm slowly pushing for (u)int(8,16,32,64) to use my custom Integer<Size>/Natural<Size> classes instead. But it's going to be one hell of a struggle to get that into higan. |
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Tim Allen | 0b923489dd |
Update to 20160106 OS X Preview for Developers release.
byuu says: New update. Most of the work today went into eliminating hiro::Image from all objects in all ports, replacing with nall::image. That took an eternity. Changelog: - fixed crashing bug when loading games [thanks endrift!!] - toggling "show status bar" option adjusts window geometry (not supposed to recenter the window, though) - button sizes improved; icon-only button icons no longer being cut off |
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Tim Allen | a219f9c121 |
Update to v095r08 release.
byuu says: Changelog: - added preliminary WASAPI driver (it's really terrible, though. Patches most welcome.) - all of processor/ updated to auto fn() -> ret syntax - all of gb/ updated to auto fn() -> ret syntax If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile, and replace audio.xaudio2 with audio.wasapi Note that the two drivers are incompatible and cannot co-exist (yet. We can probably make it work in the future.) All that's left for the auto fn() -> ret syntax is the NES core and the balanced/performance SNES components. This is kind of a big deal because this syntax change causes diffs between WIPs to go crazy. So the sooner we get this done and out of the way, the better. It's also nice from a consistency standpoint, of course. |
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Tim Allen | 1a7bc6bb87 |
Update to v094r08 release.
byuu says: Lots of changes this time around. FreeBSD stability and compilation is still a work in progress. FreeBSD 10 + Clang 3.3 = 108fps FreeBSD 10 + GCC 4.7 = 130fps Errata 1: I've been fighting that god-damned endian.h header for the past nine WIPs now. The above WIP isn't building now because FreeBSD isn't including headers before using certain types, and you end up with a trillion error messages. So just delete all the endian.h includes from nall/intrinsics.hpp to build. Errata 2: I was trying to match g++ and g++47, so I used $(findstring g++,$(compiler)), which ends up also matching clang++. Oops. Easy fix, put Clang first and then else if g++ next. Not ideal, but oh well. All it's doing for now is declaring -fwrapv twice, so you don't have to fix it just yet. Probably just going to alias g++="g++47" and do exact matching instead. Errata 3: both OpenGL::term and VideoGLX::term are causing a core dump on BSD. No idea why. The resources are initialized and valid, but releasing them crashes the application. Changelog: - nall/Makefile is more flexible with overriding $(compiler), so you can build with GCC or Clang on BSD (defaults to GCC now) - PLATFORM_X was renamed to PLATFORM_XORG, and it's also declared with PLATFORM_LINUX or PLATFORM_BSD - PLATFORM_XORG probably isn't the best name ... still thinking about what best to call LINUX|BSD|SOLARIS or ^(WINDOWS|MACOSX) - fixed a few legitimate Clang warning messages in nall - Compiler::VisualCPP is ugly as hell, renamed to Compiler::CL - nall/platform includes nall/intrinsics first. Trying to move away from testing for _WIN32, etc directly in all files. Work in progress. - nall turns off Clang warnings that I won't "fix", because they aren't broken. It's much less noisy to compile with warnings on now. - phoenix gains the ability to set background and foreground colors on various text container widgets (GTK only for now.) - rewrote a lot of the MSU1 code to try and simplify it. Really hope I didn't break anything ... I don't have any MSU1 test ROMs handy - SNES coprocessor audio is now mixed as sclamp<16>(system_sample + coprocessor_sample) instead of sclamp<16>((sys + cop) / 2) - allows for greater chance of aliasing (still low, SNES audio is quiet), but doesn't cut base system volume in half anymore - fixed Super Scope and Justifier cursor colors - use input.xlib instead of input.x ... allows Xlib input driver to be visible on Linux and BSD once again - make install and make uninstall must be run as root again; no longer using install but cp instead for BSD compatibility - killed $(DESTDIR) ... use make prefix=$DESTDIR$prefix instead - you can now set text/background colors for the loki console via (eg): - settings.terminal.background-color 0x000000 - settings.terminal.foreground-color 0xffffff |
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Tim Allen | 8c0b0fa4ad |
Update to v093r02 release.
byuu says: Changelog: - nall: fixed major memory leak in string class - ruby: video shaders support #define-based settings now - phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab - sfc: remove random/ and config/, merge into system/ - ethos: delete higan.png (48x48), replace with higan512.png (512x512) as new higan.png - ethos: default gamma to 100% (no color adjustment) - ethos: use "Video Shaders/Display Emulation/" instead of "Video Shaders/Emulation/" - use g++ instead of g++-4.7 (g++ -v must be >= 4.7) - use -std=c++11 instead of -std=gnu++11 - applied a few patches from Debian upstream to make their packaging job easier So because colors are normalized in GLSL, I won't be able to offer video shaders absolute color literals. We will have to perform basic color conversion inside the core. As such, the current plan is to create some sort of Emulator::Settings interface. With that, I'll connect an option for color correction, which will be on by default. For FC/SFC, that will mean gamma correction (darker / stronger colors), and for GB/GBC/GBA, it will mean simulating the weird brightness levels of the displays. I am undecided on whether to use pea soup green for the GB or not. By not doing so, it'll be easier for the display emulation shader to do it. |
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Tim Allen | 4e2eb23835 |
Update to v093 release.
byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like. |