Zelda HLE: Implement HQ AFC samples decoding.
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@ -227,8 +227,14 @@ void ZeldaUCode::RunPendingCommands()
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sine_table[i] = Common::swap16(data_ptr[0x200 + i]);
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m_renderer.SetSineTable(std::move(sine_table));
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u16* afc_coeffs_ptr = (u16*)HLEMemory_Get_Pointer(Read32());
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std::array<s16, 0x20> afc_coeffs;
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for (size_t i = 0; i < 0x20; ++i)
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afc_coeffs[i] = Common::swap16(afc_coeffs_ptr[i]);
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m_renderer.SetAfcCoeffs(std::move(afc_coeffs));
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SendCommandAck(CommandAck::STANDARD, sync);
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Read32(); Read32();
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Read32();
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break;
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}
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@ -278,13 +284,6 @@ void ZeldaUCode::SendCommandAck(CommandAck ack_type, u16 sync_value)
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void ZeldaUCode::RenderAudio()
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{
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#if 0
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WARN_LOG(DSPHLE, "RenderAudio() frame %d/%d voice %d/%d (sync to %d)",
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m_rendering_curr_frame, m_rendering_requested_frames,
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m_rendering_curr_voice, m_rendering_voices_per_frame,
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m_sync_max_voice_id);
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#endif
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if (!RenderingInProgress())
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{
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WARN_LOG(DSPHLE, "Trying to render audio while no rendering should be happening.");
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@ -421,7 +420,10 @@ struct ZeldaAudioRenderer::VPB
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u16 current_pos_frac;
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u16 unk_31;
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u16 unk_32;
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// Number of remaining decoded AFC samples in the VPB internal buffer (see
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// VPB[0x58]) that haven't been output yet.
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u16 afc_remaining_decoded_samples;
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// Value used as the constant sample value if VPB[6] (use_constant_sample)
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// is set. Reset to the last sample value after each round of resampling.
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@ -441,8 +443,11 @@ struct ZeldaAudioRenderer::VPB
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u16 samples_before_loop;
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u16 unk_37;
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u16 unk_38;
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u16 unk_39;
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// Current address used to stream samples for the ARAM sample source types.
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u16 current_aram_addr_h;
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u16 current_aram_addr_l;
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DEFINE_32BIT_ACCESSOR(current_aram_addr, CurrentARAMAddr)
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// Remaining number of samples to load before considering the voice
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// rendering complete and setting the done flag. Note that this is an
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@ -454,21 +459,40 @@ struct ZeldaAudioRenderer::VPB
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// Stores the last 4 resampled input samples after each frame, so that they
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// can be used for future linear interpolation.
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u16 resample_buffer[4];
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s16 resample_buffer[4];
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u16 unk[0x80 - 0x40];
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// TODO: document and implement.
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s16 prev_input_samples[0x18];
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// Values from the last decoded AFC block. The last two values are
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// especially important since AFC decoding - as a variant of ADPCM -
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// requires the two latest sample values to be able to decode future
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// samples.
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s16 afc_remaining_samples[0x10];
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s16* AFCYN2() { return &afc_remaining_samples[0xE]; }
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s16* AFCYN1() { return &afc_remaining_samples[0xF]; }
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u16 unk_68_80[0x80 - 0x68];
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enum SamplesSourceType
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{
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// Samples stored in ARAM at a rate of 16 samples/9 bytes, AFC encoded,
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// at an arbitrary sample rate (resampling is applied).
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SRC_AFC_HQ_FROM_ARAM = 9,
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// Samples stored in MRAM at an arbitrary sample rate (resampling is
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// applied, unlike PCM16_FROM_MRAM_RAW).
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SRC_PCM16_FROM_MRAM = 33,
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};
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u16 samples_source_type;
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u16 unk_81;
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u16 unk_82;
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u16 unk_83;
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// If non zero, indicates that the sound should loop.
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u16 is_looping;
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// For AFC looping voices, the values of the last 2 samples before the
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// start of the loop, in order to be able to decode samples after looping.
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s16 loop_yn1;
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s16 loop_yn2;
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u16 unk_84;
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// If true, ramp down quickly to a volume of zero, and end the voice (by
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@ -480,21 +504,23 @@ struct ZeldaAudioRenderer::VPB
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// Base address used to download samples data after the loop point of the
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// voice has been reached.
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u16 dma_loop_address_h;
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u16 dma_loop_address_l;
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DEFINE_32BIT_ACCESSOR(dma_loop_address, DMALoopAddress)
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u16 loop_address_h;
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u16 loop_address_l;
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DEFINE_32BIT_ACCESSOR(loop_address, LoopAddress)
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// Offset (in number of raw samples) of the start of the loop area in the
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// voice. Note: some sample sources only use the _h part of this.
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//
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// TODO: rename to length? confusion with remaining_length...
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u16 loop_start_position_h;
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u16 loop_start_position_l;
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DEFINE_32BIT_ACCESSOR(loop_start_position, LoopStartPosition)
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// Base address used to download samples data before the loop point of the
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// voice has been reached.
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u16 dma_base_address_h;
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u16 dma_base_address_l;
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DEFINE_32BIT_ACCESSOR(dma_base_address, DMABaseAddress)
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u16 base_address_h;
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u16 base_address_l;
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DEFINE_32BIT_ACCESSOR(base_address, BaseAddress)
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u16 padding[SIZE_IN_WORDS];
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};
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@ -653,6 +679,11 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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}
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}
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// By then the VPB has been reset, unless we're in the "constant sample" /
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// silence mode.
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if (!vpb.use_constant_sample)
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vpb.reset_vpb = false;
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StoreVPB(voice_id, vpb);
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}
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@ -720,13 +751,17 @@ void ZeldaAudioRenderer::LoadInputSamples(MixingBuffer* buffer, VPB* vpb)
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switch (vpb->samples_source_type)
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{
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case VPB::SRC_AFC_HQ_FROM_ARAM:
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DownloadAFCSamplesFromARAM(raw_input_samples.data() + 4, vpb,
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NeededRawSamplesCount(*vpb));
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Resample(vpb, raw_input_samples.data(), buffer);
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break;
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case VPB::SRC_PCM16_FROM_MRAM:
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{
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DownloadRawSamplesFromMRAM(raw_input_samples.data() + 4, vpb,
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NeededRawSamplesCount(*vpb));
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Resample(vpb, raw_input_samples.data(), buffer);
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break;
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}
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default:
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ERROR_LOG(DSPHLE, "Using an unknown/unimplemented sample source: %04x", vpb->samples_source_type);
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@ -789,7 +824,7 @@ void ZeldaAudioRenderer::Resample(VPB* vpb, const s16* src, MixingBuffer* dst)
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void ZeldaAudioRenderer::DownloadRawSamplesFromMRAM(
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s16* dst, VPB* vpb, u16 requested_samples_count)
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{
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u32 addr = vpb->GetDMABaseAddress() + vpb->current_position_h * sizeof (u16);
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u32 addr = vpb->GetBaseAddress() + vpb->current_position_h * sizeof (u16);
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s16* src_ptr = (s16*)HLEMemory_Get_Pointer(addr);
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if (requested_samples_count > vpb->GetRemainingLength())
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@ -818,8 +853,8 @@ void ZeldaAudioRenderer::DownloadRawSamplesFromMRAM(
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{
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for (u16 i = 0; i < vpb->samples_before_loop; ++i)
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*dst++ = Common::swap16(*src_ptr++);
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vpb->SetDMABaseAddress(vpb->GetDMALoopAddress());
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src_ptr = (s16*)HLEMemory_Get_Pointer(vpb->GetDMALoopAddress());
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vpb->SetBaseAddress(vpb->GetLoopAddress());
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src_ptr = (s16*)HLEMemory_Get_Pointer(vpb->GetLoopAddress());
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for (u16 i = vpb->samples_before_loop; i < requested_samples_count; ++i)
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*dst++ = Common::swap16(*src_ptr++);
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vpb->current_position_h = requested_samples_count - vpb->samples_before_loop;
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@ -827,6 +862,169 @@ void ZeldaAudioRenderer::DownloadRawSamplesFromMRAM(
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}
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}
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void ZeldaAudioRenderer::DownloadAFCSamplesFromARAM(
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s16* dst, VPB* vpb, u16 requested_samples_count)
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{
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if (vpb->reset_vpb)
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{
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*vpb->AFCYN1() = 0;
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*vpb->AFCYN2() = 0;
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vpb->afc_remaining_decoded_samples = 0;
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vpb->SetRemainingLength(vpb->GetLoopStartPosition());
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vpb->SetCurrentARAMAddr(vpb->GetBaseAddress());
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}
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if (vpb->done)
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{
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for (u16 i = 0; i < requested_samples_count; ++i)
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dst[i] = 0;
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return;
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}
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// Try several things until we have output enough samples.
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while (true)
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{
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// Try to push currently cached/already decoded samples.
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u16 remaining_to_output = std::min(vpb->afc_remaining_decoded_samples,
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requested_samples_count);
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for (size_t i = 0x10 - remaining_to_output; i < 0x10; ++i)
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*dst++ = vpb->afc_remaining_samples[i];
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vpb->afc_remaining_decoded_samples -= remaining_to_output;
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requested_samples_count -= remaining_to_output;
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if (requested_samples_count == 0)
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{
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return; // We have output everything we needed.
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}
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else if (requested_samples_count <= vpb->GetRemainingLength())
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{
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// Each AFC block is 16 samples.
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u16 requested_blocks_count = (requested_samples_count + 0xF) >> 4;
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u16 decoded_samples_count = requested_blocks_count << 4;
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if (decoded_samples_count < vpb->GetRemainingLength())
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{
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vpb->afc_remaining_decoded_samples =
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decoded_samples_count - requested_samples_count;
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vpb->SetRemainingLength(vpb->GetRemainingLength() - decoded_samples_count);
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}
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else
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{
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vpb->afc_remaining_decoded_samples =
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vpb->GetRemainingLength() - requested_samples_count;
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vpb->SetRemainingLength(0);
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}
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DecodeAFC(vpb, dst, requested_blocks_count);
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for (size_t i = 0; i < 0x10; ++i)
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vpb->afc_remaining_samples[i] = dst[decoded_samples_count - 0x10 + i];
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return;
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}
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else
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{
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// More samples asked than available. Either complete the sound, or
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// start looping.
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if (vpb->GetRemainingLength()) // Skip if we cannot load anything.
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{
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requested_samples_count -= vpb->GetRemainingLength();
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u16 requested_blocks_count = (vpb->GetRemainingLength() + 0xF) >> 4;
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DecodeAFC(vpb, dst, requested_blocks_count);
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dst += vpb->GetRemainingLength();
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}
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if (!vpb->is_looping)
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{
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vpb->done = true;
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for (size_t i = 0; i < requested_samples_count; ++i)
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*dst++ = 0;
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return;
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}
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else
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{
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// We need to loop. Compute the new position, decode a block,
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// and loop back to the beginning of the download logic.
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// Use the fact that the sample source number also represents
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// the number of bytes per 16 samples.
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u32 loop_off_in_bytes =
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(vpb->GetLoopAddress() >> 4) * vpb->samples_source_type;
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u32 loop_start_addr = vpb->GetBaseAddress() + loop_off_in_bytes;
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vpb->SetCurrentARAMAddr(loop_start_addr);
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*vpb->AFCYN2() = vpb->loop_yn2;
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*vpb->AFCYN1() = vpb->loop_yn1;
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DecodeAFC(vpb, vpb->afc_remaining_samples, 1);
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// Realign and recompute the number of internally cached
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// samples and the current position.
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vpb->afc_remaining_decoded_samples =
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0x10 - (vpb->GetLoopAddress() & 0xF);
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u32 remaining_length = vpb->GetLoopStartPosition();
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remaining_length -= vpb->afc_remaining_decoded_samples;
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remaining_length -= vpb->GetLoopAddress();
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vpb->SetRemainingLength(remaining_length);
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continue;
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}
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}
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}
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}
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void ZeldaAudioRenderer::DecodeAFC(VPB* vpb, s16* dst, size_t block_count)
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{
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u32 addr = vpb->GetCurrentARAMAddr();
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u8* src = (u8*)DSP::GetARAMPtr() + addr;
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vpb->SetCurrentARAMAddr(addr + block_count * vpb->samples_source_type);
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for (size_t b = 0; b < block_count; ++b)
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{
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s16 nibbles[16];
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s16 delta = 1 << ((*src >> 4) & 0xF);
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s16 idx = (*src & 0xF);
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src++;
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if (vpb->samples_source_type == VPB::SRC_AFC_HQ_FROM_ARAM)
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{
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for (size_t i = 0; i < 16; i += 2)
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{
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nibbles[i + 0] = *src >> 4;
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nibbles[i + 1] = *src & 0xF;
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src++;
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}
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for (auto& nibble : nibbles)
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{
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if (nibble >= 8)
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nibble = nibble - 16;
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nibble <<= 11;
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}
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}
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else
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{
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// TODO: LQ samples.
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}
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s32 yn1 = *vpb->AFCYN1(), yn2 = *vpb->AFCYN2();
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for (size_t i = 0; i < 16; ++i)
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{
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s32 sample = delta * nibbles[i] +
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yn1 * m_afc_coeffs[idx * 2] +
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yn2 * m_afc_coeffs[idx * 2 + 1];
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sample >>= 11;
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MathUtil::Clamp(&sample, -0x8000, 0x7fff);
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*dst++ = (s16)sample;
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yn2 = yn1;
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yn1 = sample;
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}
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*vpb->AFCYN2() = yn2;
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*vpb->AFCYN1() = yn1;
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}
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}
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void ZeldaAudioRenderer::DoState(PointerWrap& p)
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{
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p.Do(m_output_lbuf_addr);
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@ -17,6 +17,7 @@ public:
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void SetSineTable(std::array<s16, 0x80>&& sine_table) { m_sine_table = sine_table; }
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void SetResamplingCoeffs(std::array<s16, 0x100>&& coeffs) { m_resampling_coeffs = coeffs; }
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void SetAfcCoeffs(std::array<s16, 0x20>&& coeffs) { m_afc_coeffs = coeffs; }
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void SetVPBBaseAddress(u32 addr) { m_vpb_base_addr = addr; }
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void SetOutputVolume(u16 volume) { m_output_volume = volume; }
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void SetOutputLeftBufferAddr(u32 addr) { m_output_lbuf_addr = addr; }
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@ -139,6 +140,12 @@ private:
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// Downloads samples from MRAM while handling appropriate length / looping
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// behavior.
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void DownloadRawSamplesFromMRAM(s16* dst, VPB* vpb, u16 requested_samples_count);
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// Download AFC encoded samples from ARAM and decode them. Handles looping
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// and other parameters appropriately.
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void DownloadAFCSamplesFromARAM(s16* dst, VPB* vpb, u16 requested_samples_count);
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void DecodeAFC(VPB* vpb, s16* dst, size_t block_count);
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std::array<s16, 0x20> m_afc_coeffs;
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};
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class ZeldaUCode : public UCodeInterface
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