Minor Ucode cleanup.
Clean out unnecessary references to the audio system from the ucode implementation.
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@ -4,7 +4,6 @@
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//
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//
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#define AX_WII // Used in UCode_AX_Voice.
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#define AX_WII // Used in UCode_AX_Voice.
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#include "AudioCommon/Mixer.h"
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#include "Common/MathUtil.h"
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#include "Common/MathUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/StringUtil.h"
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@ -6,9 +6,6 @@
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// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess,
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// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess,
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// Super Mario Galaxy
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// Super Mario Galaxy
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#include "AudioCommon/Mixer.h"
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#include "AudioCommon/WaveFile.h"
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#include "Core/ConfigManager.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/DSPHLE/MailHandler.h"
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#include "Core/HW/DSPHLE/MailHandler.h"
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@ -204,9 +201,6 @@ void CUCode_Zelda::HandleMail_SMSVersion(u32 _uMail)
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m_rMailHandler.PushMail(DSP_FRAME_END);
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m_rMailHandler.PushMail(DSP_FRAME_END);
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// DSP::GenerateDSPInterruptFromDSPEmu(DSP::INT_DSP);
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// DSP::GenerateDSPInterruptFromDSPEmu(DSP::INT_DSP);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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// soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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m_bSyncCmdPending = false;
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}
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}
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}
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}
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@ -315,9 +309,6 @@ void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
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m_rMailHandler.PushMail(DSP_FRAME_END);
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m_rMailHandler.PushMail(DSP_FRAME_END);
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//g_dspInitialize.pGenerateDSPInterrupt();
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//g_dspInitialize.pGenerateDSPInterrupt();
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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// soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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m_bSyncCmdPending = false;
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}
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}
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}
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}
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@ -4,17 +4,12 @@
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#include <cmath>
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#include <cmath>
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#include "AudioCommon/AudioCommon.h"
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#include "AudioCommon/Mixer.h"
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#include "Core/HW/DSPHLE/UCodes/UCode_Zelda.h"
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#include "Core/HW/DSPHLE/UCodes/UCode_Zelda.h"
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#include "Core/HW/DSPHLE/UCodes/UCodes.h"
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#include "Core/HW/DSPHLE/UCodes/UCodes.h"
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void CUCode_Zelda::RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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void CUCode_Zelda::RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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{
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float _ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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s64 ratio = ((s64)PB.RatioInt << 16) * 16;
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u32 _ratio = (PB.RatioInt << 16);
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s64 ratio = (s64)((_ratio * _ratioFactor) * 16);
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s64 TrueSamplePosition = PB.CurSampleFrac;
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s64 TrueSamplePosition = PB.CurSampleFrac;
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// PB.Format == 0x3 -> Rectangular Wave, 0x0 -> Square Wave
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// PB.Format == 0x3 -> Rectangular Wave, 0x0 -> Square Wave
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@ -4,8 +4,6 @@
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#include <sstream>
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#include <sstream>
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#include "AudioCommon/AudioCommon.h"
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#include "AudioCommon/Mixer.h"
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#include "Common/MathUtil.h"
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#include "Common/MathUtil.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/DSP.h"
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@ -4,7 +4,6 @@
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#pragma once
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#pragma once
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#include "AudioCommon/AudioCommon.h"
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#include "Common/Common.h"
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#include "Common/Common.h"
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// TODO: Get rid of this file.
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// TODO: Get rid of this file.
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