DSPHLE/Zelda: use precise 32-step volume ramping
Whilst the 80-step approach theoretically improves ramping smoothness, in practice it causes accumulating rounding errors because the delta value is not always a multiple of the buffer size. Also pull the step computation into AddBuffersWithVolumeRamp() so that all ramping related math is in the same place.
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@ -1249,8 +1249,7 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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};
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for (const auto& buffer : buffers)
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{
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AddBuffersWithVolumeRamp(buffer.buffer, input_samples, buffer.volume << 16,
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(buffer.volume_delta << 16) / (s32)buffer.buffer.size());
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AddBuffersWithVolumeRamp(buffer.buffer, input_samples, buffer.volume, buffer.volume_delta);
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}
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vpb.dolby_volume_current = vpb.dolby_volume_target;
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@ -1285,13 +1284,11 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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else
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volume_delta = vpb.channels[i].target_volume - vpb.channels[i].current_volume;
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s32 volume_step = (volume_delta << 16) / (s32)input_samples.size(); // In 1.31 format.
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// TODO: The last value of each channel structure is used to
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// determine whether a channel should be skipped or not. Not
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// implemented yet.
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if (!vpb.channels[i].current_volume && !volume_step)
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if (!vpb.channels[i].current_volume && !volume_delta)
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continue;
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MixingBuffer* dst_buffer = BufferForID(vpb.channels[i].id);
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@ -1303,9 +1300,9 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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continue;
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}
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s32 new_volume = AddBuffersWithVolumeRamp(*dst_buffer, input_samples,
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vpb.channels[i].current_volume << 16, volume_step);
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vpb.channels[i].current_volume = new_volume >> 16;
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s16 new_volume = AddBuffersWithVolumeRamp(*dst_buffer, input_samples,
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vpb.channels[i].current_volume, volume_delta);
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vpb.channels[i].current_volume = new_volume;
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}
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}
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@ -79,24 +79,33 @@ private:
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ApplyVolumeInPlace<N, 4>(buf, vol);
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}
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// Mixes two buffers together while applying a volume to one of them. The
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// volume ramps up/down in N steps using the provided step delta value.
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//
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// Note: On a real GC, the stepping happens in 32 steps instead. But hey,
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// we can do better here with very low risk. Why not? :)
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s32 AddBuffersWithVolumeRamp(MixingBuffer& dst, const MixingBuffer& src, s32 vol,
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s32 step)
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// Mixes two buffers together while applying a volume to one of them.
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// We try to match LLE, hence the slightly odd ramping.
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s16 AddBuffersWithVolumeRamp(MixingBuffer& dst, const MixingBuffer& src, s16 start_volume,
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s16 delta)
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{
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if (!vol && !step)
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return vol;
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if (!start_volume && !delta)
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return start_volume;
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for (size_t i = 0; i < 0x50; ++i)
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// The delta is applied in 32 steps over the first 64 samples.
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s32 vol = start_volume << 16;
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s32 step = delta << (16 - 5);
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for (size_t i = 0; i < 0x40;)
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{
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dst[i] += ((vol >> 16) * src[i]) >> 16;
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++i;
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dst[i] += ((vol >> 16) * src[i]) >> 16;
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++i;
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vol += step;
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}
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return vol;
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// The last 16 samples are mixed at the target volume.
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for (size_t i = 0x40; i < 0x50; ++i)
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{
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dst[i] += ((vol >> 16) * src[i]) >> 16;
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}
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return vol >> 16;
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}
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// Does not use std::array because it needs to be able to process partial
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