Enabled SSBM sound fixes (hacks)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1176 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson 2008-11-14 17:13:54 +00:00
parent 9763a52063
commit 355e570193
3 changed files with 112 additions and 103 deletions

View File

@ -249,105 +249,6 @@ if(m_frame->ScanMails)
// ---------------- // ----------------
void DoVoiceHacks(AXParamBlock &pb)
{
// get necessary values
const u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
const u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
const u32 updaddr = (u32)(pb.updates.data_hi << 16) | pb.updates.data_lo;
const u16 updpar = Memory_Read_U16(updaddr);
const u16 upddata = Memory_Read_U16(updaddr + 2);
// =======================================================================================
/* Fix problems introduced with the SSBM fix - Sometimes when a music stream ended sampleEnd
would become extremely high and the game would play random sound data from ARAM resulting in
a strange noise. This should take care of that. - Some games (Monkey Ball 1 and Tales of
Symphonia and other) also had one odd last block with a strange high loopPos and strange
num_updates values, the loopPos limit turns those off also. - Please report any side effects.
*/
// ------------
if (
(sampleEnd > 0x10000000 || loopPos > 0x10000000)
&& gSSBMremedy1
)
{
pb.running = 0;
// also reset all values if it makes any difference
pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
pb.audio_addr.looping = 0;
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
}
/*
// the fact that no settings are reset (except running) after a SSBM type music stream or another
looping block (for example in Battle Stadium DON) has ended could cause loud garbled sound to be
played from one or more blocks. Perhaps it was in conjunction with the old sequenced music fix below,
I'm not sure. This was an attempt to prevent that anyway by resetting all. But I'm not sure if this
is needed anymore. Please try to play SSBM without it and see if it works anyway.
*/
if (
// detect blocks that have recently been running that we should reset
pb.running == 0 && pb.audio_addr.looping == 1
//pb.running == 0 && pb.adpcm_loop_info.pred_scale
// this prevents us from ruining sequenced music blocks, may not be needed
/*
&& !(pb.updates.num_updates[0] || pb.updates.num_updates[1] || pb.updates.num_updates[2]
|| pb.updates.num_updates[3] || pb.updates.num_updates[4])
*/
&& !(updpar || upddata)
&& pb.mixer_control == 0 // only use this in SSBM
&& gSSBMremedy2 // let us turn this fix on and off
)
{
// reset the detection values
pb.audio_addr.looping = 0;
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
//pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
//pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
//pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
//pb.src.cur_addr_frac = 0; PBs[i].src.ratio_hi = 0; PBs[i].src.ratio_lo = 0;
//pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
}
// =============
// =======================================================================================
// Reset all values
// ------------
if (gReset
&& (pb.running || pb.audio_addr.looping || pb.adpcm_loop_info.pred_scale)
)
{
pb.running = 0;
pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
pb.audio_addr.looping = 0;
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
}
}
int ReadOutPBs(u32 pbs_address, AXParamBlock* _pPBs, int _num) int ReadOutPBs(u32 pbs_address, AXParamBlock* _pPBs, int _num)
{ {
int count = 0; int count = 0;
@ -448,7 +349,7 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
for (int i = 0; i < numberOfPBs; i++) for (int i = 0; i < numberOfPBs; i++)
{ {
AXParamBlock& pb = PBs[i]; AXParamBlock& pb = PBs[i];
MixAddVoice(pb, templbuffer, temprbuffer, _iSize); MixAddVoice(pb, templbuffer, temprbuffer, _iSize, false);
} }
// write back out pbs // write back out pbs

View File

@ -181,7 +181,7 @@ void CUCode_AXWii::MixAdd_(short* _pBuffer, int _iSize, ParamBlockType &PBs)
for (int i = 0; i < numberOfPBs; i++) for (int i = 0; i < numberOfPBs; i++)
{ {
MixAddVoice(PBs[i], templbuffer, temprbuffer, _iSize); MixAddVoice(PBs[i], templbuffer, temprbuffer, _iSize, true);
} }
WriteBackPBsWii(m_addressPBs, PBs, numberOfPBs); WriteBackPBsWii(m_addressPBs, PBs, numberOfPBs);

View File

@ -19,13 +19,19 @@
#define _UCODE_AX_VOICE_H #define _UCODE_AX_VOICE_H
#include "UCode_AX_ADPCM.h" #include "UCode_AX_ADPCM.h"
#include "UCode_AX.h"
#include "../main.h" #include "../main.h"
// ---------------------------------------------------- // ----------------------------------------------------
// Externals // Externals
// ----------- // -----------
extern bool gSSBM;
extern bool gSSBMremedy1;
extern bool gSSBMremedy2;
extern bool gSequenced; extern bool gSequenced;
extern bool gVolume; extern bool gVolume;
extern bool gReset;
extern bool gSequenced;
extern float ratioFactor; extern float ratioFactor;
extern u32 gLastBlock; extern u32 gLastBlock;
@ -96,7 +102,7 @@ inline void WriteBackPBsWii(u32 pbs_address, ParamBlockType& _pPBs, int _num)
template<class ParamBlockType> template<class ParamBlockType>
inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize) inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii)
{ {
#ifdef _WIN32 #ifdef _WIN32
ratioFactor = 32000.0f / (float)DSound::DSound_GetSampleRate(); ratioFactor = 32000.0f / (float)DSound::DSound_GetSampleRate();
@ -104,7 +110,7 @@ inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer,
ratioFactor = 32000.0f / 44100.0f; ratioFactor = 32000.0f / 44100.0f;
#endif #endif
// DoVoiceHacks(pb); if(!Wii) DoVoiceHacks(pb);
// ============= // =============
if (pb.running) if (pb.running)
@ -286,4 +292,106 @@ inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer,
} // if (pb.running) } // if (pb.running)
} }
template<class ParamBlockType>
inline void DoVoiceHacks(ParamBlockType &pb)
{
// get necessary values
const u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
const u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
const u32 updaddr = (u32)(pb.updates.data_hi << 16) | pb.updates.data_lo;
const u16 updpar = Memory_Read_U16(updaddr);
const u16 upddata = Memory_Read_U16(updaddr + 2);
// =======================================================================================
/* Fix problems introduced with the SSBM fix - Sometimes when a music stream ended sampleEnd
would become extremely high and the game would play random sound data from ARAM resulting in
a strange noise. This should take care of that. - Some games (Monkey Ball 1 and Tales of
Symphonia and other) also had one odd last block with a strange high loopPos and strange
num_updates values, the loopPos limit turns those off also. - Please report any side effects.
*/
// ------------
if (
(sampleEnd > 0x10000000 || loopPos > 0x10000000)
&& gSSBMremedy1
)
{
pb.running = 0;
// also reset all values if it makes any difference
pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
pb.audio_addr.looping = 0;
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
}
/*
// the fact that no settings are reset (except running) after a SSBM type music stream or another
looping block (for example in Battle Stadium DON) has ended could cause loud garbled sound to be
played from one or more blocks. Perhaps it was in conjunction with the old sequenced music fix below,
I'm not sure. This was an attempt to prevent that anyway by resetting all. But I'm not sure if this
is needed anymore. Please try to play SSBM without it and see if it works anyway.
*/
if (
// detect blocks that have recently been running that we should reset
pb.running == 0 && pb.audio_addr.looping == 1
//pb.running == 0 && pb.adpcm_loop_info.pred_scale
// this prevents us from ruining sequenced music blocks, may not be needed
/*
&& !(pb.updates.num_updates[0] || pb.updates.num_updates[1] || pb.updates.num_updates[2]
|| pb.updates.num_updates[3] || pb.updates.num_updates[4])
*/
&& !(updpar || upddata)
&& pb.mixer_control == 0 // only use this in SSBM
&& gSSBMremedy2 // let us turn this fix on and off
)
{
// reset the detection values
pb.audio_addr.looping = 0;
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
//pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
//pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
//pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
//pb.src.cur_addr_frac = 0; PBs[i].src.ratio_hi = 0; PBs[i].src.ratio_lo = 0;
//pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
}
// =============
// =======================================================================================
// Reset all values
// ------------
if (gReset
&& (pb.running || pb.audio_addr.looping || pb.adpcm_loop_info.pred_scale)
)
{
pb.running = 0;
pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
pb.audio_addr.looping = 0;
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
}
}
#endif // _UCODE_AX_VOICE_H #endif // _UCODE_AX_VOICE_H