DSPHLE: Some code reorg, now looks more like the ucode. DSPLLE: Rename a file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3763 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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b363b2ddc8
commit
304b34a451
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@ -231,49 +231,44 @@ void Shutdown()
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void Read16(u16& _uReturnValue, const u32 _iAddress)
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{
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// WTF is this check about? DSP is at 5000 TODO remove
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if ((_iAddress & 0x6C00) != 0x6c00)
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if ((_iAddress & 0x6C00) != 0x6c00)
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{
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if (_iAddress != 0xCC005004)
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{
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DEBUG_LOG(DSPINTERFACE, "DSPInterface(r16) 0x%08x", _iAddress);
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}
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switch (_iAddress & 0xFFFF)
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{
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// AI_REGS 0x5000+
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case DSP_MAIL_TO_DSP_HI:
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_uReturnValue = dsp_plugin->DSP_ReadMailboxHigh(true);
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return;
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break;
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case DSP_MAIL_TO_DSP_LO:
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_uReturnValue = dsp_plugin->DSP_ReadMailboxLow(true);
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return;
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break;
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case DSP_MAIL_FROM_DSP_HI:
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_uReturnValue = dsp_plugin->DSP_ReadMailboxHigh(false);
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return;
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break;
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case DSP_MAIL_FROM_DSP_LO:
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_uReturnValue = dsp_plugin->DSP_ReadMailboxLow(false);
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return;
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break;
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case DSP_CONTROL:
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_uReturnValue = (g_dspState.DSPControl.Hex & ~DSP_CONTROL_MASK) |
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(dsp_plugin->DSP_ReadControlRegister() & DSP_CONTROL_MASK);
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return;
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break;
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// AR_REGS 0x501x+
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case 0x5012:
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_uReturnValue = g_AR_MODE;
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return;
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break;
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case 0x5016: // ready flag?
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_uReturnValue = g_AR_READY_FLAG;
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return;
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break;
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case 0x501a:
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_uReturnValue = 0x000;
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return;
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break;
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case AR_DMA_MMADDR_H: _uReturnValue = g_arDMA.MMAddr >> 16; return;
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case AR_DMA_MMADDR_L: _uReturnValue = g_arDMA.MMAddr & 0xFFFF; return;
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@ -287,24 +282,29 @@ void Read16(u16& _uReturnValue, const u32 _iAddress)
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// Hmm. Would be stupid to ask for bytes left. Assume it wants
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// blocks left.
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_uReturnValue = g_audioDMA.BlocksLeft;
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return;
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break;
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case AUDIO_DMA_START_LO:
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_uReturnValue = g_audioDMA.SourceAddress & 0xFFFF;
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return;
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break;
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case AUDIO_DMA_START_HI:
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_uReturnValue = g_audioDMA.SourceAddress >> 16;
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return;
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break;
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case AUDIO_DMA_CONTROL_LEN:
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_uReturnValue = g_audioDMA.AudioDMAControl.Hex;
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return;
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break;
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default:
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_dbg_assert_(DSPINTERFACE,0);
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break;
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}
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if (_iAddress != 0xCC005004)
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{
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DEBUG_LOG(DSPINTERFACE, "DSPInterface(r16) 0x%08x (%02x) (%08x)", _iAddress, _uReturnValue, PowerPC::ppcState.pc);
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}
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return;
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}
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else
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{
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@ -317,9 +317,8 @@ void Write16(const u16 _Value, const u32 _Address)
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{
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DEBUG_LOG(DSPINTERFACE, "DSPInterface(w16) 0x%04x 0x%08x", _Value, _Address);
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switch(_Address & 0xFFFF)
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switch (_Address & 0xFFFF)
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{
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// DSP Regs 0x5000+
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case DSP_MAIL_TO_DSP_HI:
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dsp_plugin->DSP_WriteMailboxHigh(true, _Value);
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@ -24,7 +24,7 @@ void HLEMixer::MixUCode(short *samples, int numSamples) {
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// if this was called directly from the HLE, and not by timeout
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if (g_Config.m_EnableHLEAudio && IsHLEReady()) {
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IUCode* pUCode = CDSPHandler::GetInstance().GetUCode();
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if (pUCode != NULL)
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if (pUCode && samples)
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pUCode->MixAdd(samples, numSamples);
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}
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}
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@ -81,7 +81,8 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
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m_rMailHandler.PushMail(0xF3551111); // handshake
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}
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m_TempBuffer = new s32[256 * 1024];
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m_VoiceBuffer = new s32[256 * 1024];
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m_ResampleBuffer = new s32[256 * 1024];
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m_LeftBuffer = new s32[256 * 1024];
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m_RightBuffer = new s32[256 * 1024];
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@ -95,7 +96,8 @@ CUCode_Zelda::~CUCode_Zelda()
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{
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m_rMailHandler.Clear();
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delete [] m_TempBuffer;
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delete [] m_VoiceBuffer;
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delete [] m_ResampleBuffer;
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delete [] m_LeftBuffer;
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delete [] m_RightBuffer;
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}
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@ -474,4 +476,3 @@ void CUCode_Zelda::DoState(PointerWrap &p) {
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p.Do(m_PBAddress);
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p.Do(m_PBAddress2);
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}
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@ -76,10 +76,7 @@ union ZeldaVoicePB
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u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
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u32 CurAddr; // 0x38 | current address
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u32 RemLength; // 0x3A | remaining length
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u16 Unk3C; // 0x3C | something to do with the resampler - a DRAM address?
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u16 Unk3D; // 0x3D | unknown
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u16 Unk3E; // 0x3E | unknown
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u16 Unk3F; // 0x3F | unknown
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u16 ResamplerOldData[4]; // 0x3C | The resampler stores the last 4 decoded samples here from the previous frame, so that the filter kernel has something to read before the start of the buffer.
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u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
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u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
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u16 Unk58[0x8]; // 0x58 |
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@ -168,7 +165,8 @@ private:
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u32 m_CRC;
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// These are the only dynamically allocated things allowed in the ucode.
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s32* m_TempBuffer;
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s32* m_VoiceBuffer;
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s32* m_ResampleBuffer;
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s32* m_LeftBuffer;
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s32* m_RightBuffer;
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@ -243,6 +241,8 @@ private:
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void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void Resample(ZeldaVoicePB &PB, int size, s32 *in, s32 *out);
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// Renders a voice and mixes it into LeftBuffer, RightBuffer
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void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
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};
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@ -30,9 +30,11 @@ void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB)
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for (int i = 0; i < (0x180 / 2); i++)
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((u16*)&PB)[i] = Common::swap16(memory[i]);
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// Word swap all 32-bit variables.
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PB.RestartPos = (PB.RestartPos << 16) | (PB.RestartPos >> 16);
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PB.CurAddr = (PB.CurAddr << 16) | (PB.CurAddr >> 16);
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PB.RemLength = (PB.RemLength << 16) | (PB.RemLength >> 16);
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// Read only part
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PB.LoopStartPos = (PB.LoopStartPos << 16) | (PB.LoopStartPos >> 16);
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PB.Length = (PB.Length << 16) | (PB.Length >> 16);
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PB.StartAddr = (PB.StartAddr << 16) | (PB.StartAddr >> 16);
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@ -43,6 +45,7 @@ void CUCode_Zelda::WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB)
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{
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u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
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// Word swap all 32-bit variables.
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PB.RestartPos = (PB.RestartPos << 16) | (PB.RestartPos >> 16);
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PB.CurAddr = (PB.CurAddr << 16) | (PB.CurAddr >> 16);
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PB.RemLength = (PB.RemLength << 16) | (PB.RemLength >> 16);
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@ -53,9 +56,11 @@ void CUCode_Zelda::WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB)
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memory[i] = Common::swap16(((u16*)&PB)[i]);
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}
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void CUCode_Zelda::RenderVoice_PCM16(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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u32 _ratio = (PB.RatioInt << 16);
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s64 ratio = (_ratio * ratioFactor) * 16;
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@ -67,6 +72,7 @@ void CUCode_Zelda::RenderVoice_PCM16(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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if (PB.NeedsReset)
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{
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// 0a7f_UpdateSampleCounters10
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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PB.ReachedEnd = 0;
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@ -94,7 +100,7 @@ _lRestart:
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}
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s16 *source;
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if (m_CRC == 0xD643001F)
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if (m_CRC == 0xD643001F) // SMG
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source = (s16*)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr) + PB.CurAddr);
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else
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source = (s16*)(g_dspInitialize.pGetARAMPointer() + PB.CurAddr);
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@ -102,11 +108,8 @@ _lRestart:
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for (; outpos < _Size;)
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{
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// Simple linear interpolation.
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float sample1 = (s16)Common::swap16(source[inpos[1]]);
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float sample2 = (s16)Common::swap16(source[inpos[1]]);
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float frac = float(inpos[0] >> 16) / 65536.0f;
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_Buffer[outpos++] = sample1 * (1-frac) + sample2 * frac;
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const s16 sample = (s16)Common::swap16(source[inpos[1]]);
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_Buffer[outpos++] = sample;
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(*(u64*)&inpos) += ratio;
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if ((inpos[1] + ((PB.CurAddr - PB.StartAddr) >> 1)) >= PB.Length)
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@ -132,16 +135,14 @@ _lRestart:
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void CUCode_Zelda::RenderVoice_AFC(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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u32 _ratio = (PB.RatioInt << 16);// + PB.RatioFrac;
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s64 ratio = (_ratio * ratioFactor) * 16; // (s64)(((_ratio / 80) << 16) * ratioFactor);
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u32 _ratio = (PB.RatioInt << 16);
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s64 ratio = (_ratio * ratioFactor) * 16;
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// initialize "decoder" if the sample is played the first time
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if (PB.NeedsReset != 0)
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{
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// This is 0717_ReadOutPBStuff
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// increment 4fb
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// zelda:
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// perhaps init or "has played before"
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PB.CurBlock = 0x00;
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@ -150,23 +151,10 @@ void CUCode_Zelda::RenderVoice_AFC(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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// Length in samples.
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PB.RemLength = PB.Length;
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// Copy ARAM addr from r to rw area.
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PB.CurAddr = PB.StartAddr;
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PB.ReachedEnd = 0;
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PB.CurSampleFrac = 0;
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// Looking at Zelda Four Swords
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// WARN_LOG(DSPHLE, "PB -----: %04x", PB.Unk03);
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// WARN_LOG(DSPHLE, "PB Unk03: %04x", PB.Unk03); 0
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// WARN_LOG(DSPHLE, "PB Unk07: %04x", PB.Unk07[0]); 0
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/// WARN_LOG(DSPHLE, "PB Unk78: %04x", PB.Unk78);
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// WARN_LOG(DSPHLE, "PB Unk79: %04x", PB.Unk79);
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// WARN_LOG(DSPHLE, "PB Unk31: %04x", PB.Unk31);
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// WARN_LOG(DSPHLE, "PB Unk36: %04x", PB.Unk36[0]);
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// WARN_LOG(DSPHLE, "PB Unk37: %04x", PB.Unk36[1]);
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// WARN_LOG(DSPHLE, "PB Unk3c: %04x", PB.Unk3C[0]);
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// WARN_LOG(DSPHLE, "PB Unk3d: %04x", PB.Unk3C[1]);
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}
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if (PB.KeyOff != 0) // 0747 early out... i dunno if this can happen because we filter it above
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@ -176,7 +164,7 @@ void CUCode_Zelda::RenderVoice_AFC(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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// u32 frac = NumberOfSamples & 0xF;
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// NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
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u8 *source;
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const u8 *source;
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u32 ram_mask = 1024 * 1024 * 16 - 1;
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if (m_CRC == 0xD643001F) {
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source = g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr);
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@ -205,12 +193,10 @@ restart:
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PB.RestartPos = PB.LoopStartPos;
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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// pos[1] = 0; pos[0] = 0;
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}
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}
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short outbuf[16] = {0};
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u16 prev_yn1 = PB.YN1;
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u16 prev_yn2 = PB.YN2;
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u32 prev_addr = PB.CurAddr;
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@ -277,31 +263,30 @@ restart:
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}
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//u32 last_remlength = 0;
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// Researching what's actually inside the mysterious 0x21 case
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// 0x21 seems to really just be reading raw 16-bit audio from RAM (not ARAM).
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void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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u32 _ratio = (PB.RatioInt << 16);// + PB.RatioFrac;
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s64 ratio = (_ratio * ratioFactor) * 16; // (s64)(((_ratio / 80) << 16) * ratioFactor);
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s64 value1;
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s64 samples_to_read;
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// TODO: De-Ugly
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if(PB.Format == 0x21) // Resampled
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value1 = (((PB.raw[0x30] + (PB.raw[2] * 0x50)) << 4) & 0xFFFF0000) >> 8;
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else if(PB.Format == 0x20) // Unsampled
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value1 = 0x50;
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if (PB.Format == 0x21) // Resampled
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samples_to_read = (((PB.CurSampleFrac + (PB.RatioInt * 0x50)) << 4) & 0xFFFF0000) >> 8;
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else if (PB.Format == 0x20) // Unsampled
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samples_to_read = 0x50;
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// End of sound
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if(((PB.raw[0x3a] << 16) | PB.raw[0x3b]) <= value1)
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if (((PB.raw[0x3a] << 16) | PB.raw[0x3b]) <= samples_to_read)
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{
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PB.KeyOff = 1;
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PB.RemLength = 0;
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return;
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}
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if (PB.NeedsReset != 0)
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{
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PB.CurBlock = 0x00;
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@ -343,7 +328,6 @@ restart:
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}
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u32 prev_addr = PB.CurAddr;
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//ERROR_LOG(DSPHLE, "%08x %08x DMA", PB.StartAddr, PB.CurAddr);
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const u16 *src = (u16 *)(source + (PB.CurAddr & ram_mask));
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@ -381,97 +365,116 @@ restart:
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void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
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{
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//static u16 lastLeft = 0x1FF, lastRight = 0x1FF;
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memset(m_TempBuffer, 0, _Size * sizeof(s32));
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if (PB.IsBlank)
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{
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s32 sample = (s32)(s16)PB.FixedSample;
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for (int i = 0; i < _Size; i++)
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m_TempBuffer[i] = sample;
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}
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else
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{
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// XK: Use this to disable music (GREAT for testing)
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//if(PB.SoundType == 0x0d00) {
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// PB.NeedsReset = 0;
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// return;
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//}
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//WARN_LOG(DSPHLE, "Fmt %04x, %04x: %04x %04x",
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// PB.Format, PB.SoundType, PB.Unk29, PB.Unk2a);
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/*WARN_LOG(DSPHLE, "Fmt %04x, %04x: %04x %04x %04x %04x %04x %04x %04x %04x",
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PB.Format, PB.SoundType,
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PB.volumeLeft1, PB.volumeLeft2, PB.volumeRight1, PB.volumeRight2,
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PB.volumeUnknown1_1, PB.volumeUnknown1_2, PB.volumeUnknown2_1,
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PB.volumeUnknown2_2);*/
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m_VoiceBuffer[i] = sample;
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goto ContinueWithBlock; // Yes, a goto. Yes, it's evil, but it makes the flow look much more like the DSP code.
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}
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// XK: Use this to disable MIDI music (GREAT for testing). Also kills some sound FX.
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//if(PB.SoundType == 0x0d00) {
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// PB.NeedsReset = 0;
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// return;
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//}
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// The Resample calls actually don't resample yet.
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// ResampleBuffer corresponds to 0x0580 in ZWW ucode.
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// VoiceBuffer corresponds to 0x0520.
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// First jump table at ZWW: 2a6
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switch (PB.Format)
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{
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case 0x0005: // AFC with extra low bitrate (32:5 compression). Not yet seen.
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WARN_LOG(DSPHLE, "5 byte AFC - does it work?");
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case 0x0009: // AFC with normal bitrate (32:9 compression).
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RenderVoice_AFC(PB, m_ResampleBuffer, _Size);
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Resample(PB, _Size, m_ResampleBuffer, m_VoiceBuffer);
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break;
|
||||
|
||||
case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD.
|
||||
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
|
||||
memset(m_ResampleBuffer, 0, _Size * sizeof(s32));
|
||||
Resample(PB, _Size, m_ResampleBuffer, m_VoiceBuffer);
|
||||
break;
|
||||
|
||||
case 0x0010: // PCM16 - normal PCM 16-bit audio.
|
||||
RenderVoice_PCM16(PB, m_ResampleBuffer, _Size);
|
||||
Resample(PB, _Size, m_ResampleBuffer, m_VoiceBuffer);
|
||||
break;
|
||||
|
||||
case 0x0020:
|
||||
// Normally, this shouldn't resample, it should just decode directly
|
||||
// to the output buffer. However, (if we ever see this sound type), we'll
|
||||
// have to resample anyway since we're running at a different sample rate.
|
||||
|
||||
#if 0 // To hear something weird in ZWW, turn this on.
|
||||
// Caution: Use at your own risk. Sounds awful :)
|
||||
RenderVoice_Raw(PB, m_ResampleBuffer, _Size);
|
||||
#else
|
||||
// This is what 0x20 and 0x21 do on end of voice
|
||||
PB.RemLength = 0;
|
||||
PB.KeyOff = 1;
|
||||
#endif
|
||||
Resample(PB, _Size, m_ResampleBuffer, m_VoiceBuffer);
|
||||
break;
|
||||
|
||||
case 0x0021:
|
||||
// Raw sound from RAM. Important for Zelda WW. Really need to implement - missing it causes hangs.
|
||||
#if 0 // To hear something weird in ZWW, turn this on.
|
||||
// Caution: Use at your own risk. Sounds awful :)
|
||||
RenderVoice_Raw(PB, m_ResampleBuffer, _Size);
|
||||
#else
|
||||
// This is what 0x20 and 0x21 do on end of voice
|
||||
PB.RemLength = 0;
|
||||
PB.KeyOff = 1;
|
||||
#endif
|
||||
Resample(PB, _Size, m_ResampleBuffer, m_VoiceBuffer);
|
||||
break;
|
||||
|
||||
default:
|
||||
// Second jump table
|
||||
switch (PB.Format)
|
||||
{
|
||||
// Synthesized sounds
|
||||
case 0x0000: // Example: Magic meter filling up in ZWW
|
||||
case 0x0003:
|
||||
RenderSynth_RectWave(PB, m_TempBuffer, _Size);
|
||||
RenderSynth_RectWave(PB, m_VoiceBuffer, _Size);
|
||||
break;
|
||||
|
||||
case 0x0001: // Example: "Denied" sound when trying to pull out a sword
|
||||
// indoors in ZWW
|
||||
RenderSynth_SawWave(PB, m_TempBuffer, _Size);
|
||||
RenderSynth_SawWave(PB, m_VoiceBuffer, _Size);
|
||||
break;
|
||||
|
||||
case 0x0006:
|
||||
WARN_LOG(DSPHLE, "Synthesizing 0x0006 (constant sound)");
|
||||
RenderSynth_Constant(PB, m_TempBuffer, _Size);
|
||||
RenderSynth_Constant(PB, m_VoiceBuffer, _Size);
|
||||
break;
|
||||
|
||||
// These are more "synth" formats - square wave, saw wave etc.
|
||||
// These are more "synth" formats - square wave, saw wave etc.
|
||||
case 0x0002:
|
||||
case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW
|
||||
WARN_LOG(DSPHLE, "Synthesizing 0x%04x", PB.Format);
|
||||
break;
|
||||
|
||||
|
||||
// AFC formats
|
||||
case 0x0005: // AFC with extra low bitrate (32:5 compression). Not yet seen.
|
||||
WARN_LOG(DSPHLE, "5 byte AFC - does it work?");
|
||||
case 0x0009: // AFC with normal bitrate (32:9 compression).
|
||||
RenderVoice_AFC(PB, m_TempBuffer, _Size);
|
||||
break;
|
||||
|
||||
case 0x0010: // PCM16 - normal PCM 16-bit audio.
|
||||
RenderVoice_PCM16(PB, m_TempBuffer, _Size);
|
||||
//last_remlength = PB.RemLength;
|
||||
break;
|
||||
|
||||
case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD.
|
||||
// Example: Second time in "Hyrule", in the king's
|
||||
// room, when fighting the two knights (in ZWW, of course)
|
||||
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
|
||||
break;
|
||||
|
||||
case 0x0020:
|
||||
case 0x0021: // Probably raw sound. Important for Zelda WW. Really need to implement - missing it causes hangs.
|
||||
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
|
||||
|
||||
#if 1 // To hear something weird in ZWW, turn this on.
|
||||
RenderVoice_Raw(PB, m_TempBuffer, _Size);
|
||||
#else
|
||||
// This is what 0x20 and 0x21 do on end of voice
|
||||
PB.RemLength = 0;
|
||||
PB.KeyOff = 1;
|
||||
#endif
|
||||
// Caution: Use at your own risk. Sounds awful :)
|
||||
break;
|
||||
|
||||
default:
|
||||
// TODO: Implement general decoder here
|
||||
memset(m_VoiceBuffer, 0, _Size * sizeof(s32));
|
||||
ERROR_LOG(DSPHLE, "Unknown MixAddVoice format in zelda %04x", PB.Format);
|
||||
break;
|
||||
}
|
||||
|
||||
// Necessary for SMG, not for Zelda. Weird.
|
||||
PB.NeedsReset = 0;
|
||||
}
|
||||
|
||||
// Necessary for SMG, not for Zelda. Weird. Where's it from?
|
||||
PB.NeedsReset = 0;
|
||||
|
||||
// ContinueWithBlock:
|
||||
ContinueWithBlock:
|
||||
|
||||
if (PB.FilterEnable)
|
||||
{ // 0x04a8
|
||||
|
@ -486,6 +489,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
|||
|
||||
}
|
||||
|
||||
// Apply volume. There are two different modes.
|
||||
if (PB.VolumeMode != 0)
|
||||
{
|
||||
// Complex volume mode. Let's see what we can do.
|
||||
|
@ -496,7 +500,6 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
|||
PB.KeyOff = 1;
|
||||
}
|
||||
}
|
||||
|
||||
short AX0L = PB.raw[0x28] >> 8;
|
||||
short AX0H = PB.raw[0x28] & 0x7F;
|
||||
short AX1L = AX0L ^ 0x7F;
|
||||
|
@ -544,7 +547,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
|||
int ramp = value << 16;
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
int unmixed_audio = m_TempBuffer[i];
|
||||
int unmixed_audio = m_VoiceBuffer[i];
|
||||
switch (count) {
|
||||
case 0: _LeftBuffer[i] += (u64)unmixed_audio * ramp >> 29; break;
|
||||
case 1: _RightBuffer[i] += (u64)unmixed_audio * ramp >> 29; break;
|
||||
|
@ -592,11 +595,12 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
|||
addr--;
|
||||
|
||||
u32 ramp = vol1 << 16;
|
||||
if (mix) {
|
||||
if (mix)
|
||||
{
|
||||
// 0ca9_RampedMultiplyAddBuffer
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
int value = m_TempBuffer[i];
|
||||
int value = m_VoiceBuffer[i];
|
||||
|
||||
// TODO - add to buffer specified by dest_buffer_address
|
||||
switch (count)
|
||||
|
@ -622,16 +626,25 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
|||
}
|
||||
}
|
||||
|
||||
void CUCode_Zelda::Resample(ZeldaVoicePB &PB, int size, s32 *in, s32 *out)
|
||||
{
|
||||
// TODO
|
||||
memcpy(out, in, size * sizeof(int));
|
||||
}
|
||||
|
||||
|
||||
// size is in stereo samples.
|
||||
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
|
||||
void CUCode_Zelda::MixAdd(short *_Buffer, int _Size)
|
||||
{
|
||||
// Safety check
|
||||
if (_Size > 256 * 1024)
|
||||
_Size = 256 * 1024;
|
||||
|
||||
// Final mix buffers
|
||||
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
|
||||
memset(m_RightBuffer, 0, _Size * sizeof(s32));
|
||||
|
||||
// For each PB...
|
||||
for (u32 i = 0; i < m_NumVoices; i++)
|
||||
{
|
||||
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
|
||||
|
@ -650,22 +663,20 @@ void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
|
|||
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
}
|
||||
|
||||
if (_Buffer)
|
||||
// Post processing, final conversion.
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
for (u32 i = 0; i < _Size; i++)
|
||||
{
|
||||
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
|
||||
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
|
||||
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
|
||||
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
|
||||
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_Buffer[0] = (short)left;
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_Buffer[0] = (short)left;
|
||||
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_Buffer[1] = (short)right;
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_Buffer[1] = (short)right;
|
||||
|
||||
_Buffer += 2;
|
||||
}
|
||||
_Buffer += 2;
|
||||
}
|
||||
}
|
|
@ -802,14 +802,6 @@
|
|||
<Filter
|
||||
Name="Debugger"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\Src\debugger\Debugger.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\debugger\Debugger.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\DSPDebugInterface.cpp"
|
||||
>
|
||||
|
@ -818,6 +810,14 @@
|
|||
RelativePath=".\Src\DSPDebugInterface.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\Debugger\DSPDebugWindow.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\Debugger\DSPDebugWindow.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\Debugger\DSPRegisterView.cpp"
|
||||
>
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
#include "Debugger.h"
|
||||
#include "DSPDebugWindow.h"
|
||||
#include "DSPRegisterView.h"
|
||||
#include "CodeView.h"
|
||||
#include "../DSPSymbols.h"
|
|
@ -26,7 +26,7 @@ files = [
|
|||
if env['HAVE_WX']:
|
||||
files += [
|
||||
"DSPConfigDlgLLE.cpp",
|
||||
"Debugger/Debugger.cpp",
|
||||
"Debugger/DSPDebugWindow.cpp",
|
||||
"Debugger/DSPRegisterView.cpp",
|
||||
]
|
||||
|
||||
|
|
|
@ -3470,8 +3470,8 @@ void Decoder0x10() {
|
|||
// 0a1f 8c00 clr15
|
||||
|
||||
// Compute how much data we need to read, to get 0x50 samples after resampling.
|
||||
// AC0.L is cursamplefrace, AX0.L is ratio.
|
||||
$ACC0 = PB.CurrentSampleFrac + 0x50 * PB.Ratio;
|
||||
// AC0.L is cursamplefrac, AX0.L is ratio.
|
||||
$ACC0 = (PB.CurrentSampleFrac + 0x50 * PB.Ratio) << 4;
|
||||
|
||||
0a20 1ffe mrr $AC1.M, $AC0.M
|
||||
0a21 0083 0580 lri $AR3, #0x0580
|
||||
|
@ -4661,8 +4661,7 @@ void 0d7f_ResampleAudioData(_src($AR0), _dest($AR1), param(AX1.L) = 0, _option??
|
|||
$AR0 = $AR0 - 4;
|
||||
$AR2 = $AR0;
|
||||
|
||||
// 0x043c in the PBs apparently is a pointer, INTO the PB itself - where it
|
||||
// has stored the data from the last frame.
|
||||
// 0x043c to 0x043f is storage for old sample data.
|
||||
0d86 0083 043c lri $AR3, #0x043c
|
||||
|
||||
// Pipelined tiny memcpy - first four are loads, last four are stores. middle two overlap.
|
||||
|
@ -4795,8 +4794,8 @@ back_from_JustCopyWithoutResampling:
|
|||
0dec 191e lrri $AC0.M, @$AR0
|
||||
0ded 191f lrri $AC1.M, @$AR0
|
||||
0dee 80a0 nx'ls : $AX0.H, $AC0.M
|
||||
0def 64a1 movr'ls $ACC0, $AX0.H : $AX0.H, $AC1.M
|
||||
0df0 6533 movr's $ACC1, $AX0.H : @$AR3, $AC0.M
|
||||
0def 64a1 movr'ls $AC0.M, $AX0.H : $AX0.H, $AC1.M
|
||||
0df0 6533 movr's $AC1.M, $AX0.H : @$AR3, $AC0.M
|
||||
0df1 1b7f srri @$AR3, $AC1.M
|
||||
// 0df2 02df ret
|
||||
return;
|
||||
|
|
Loading…
Reference in New Issue