git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3684 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-07-05 19:26:05 +00:00
parent e7ec7d56d5
commit 6983cd1607
1 changed files with 6 additions and 8 deletions

View File

@ -23,8 +23,6 @@
#include "../main.h" #include "../main.h"
#include "Mixer.h" #include "Mixer.h"
#include "../Config.h"
void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB) void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB)
{ {
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr); u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
@ -361,7 +359,7 @@ void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size) void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
{ {
static u16 lastLeft = 0x1FF, lastRight = 0x1FF; //static u16 lastLeft = 0x1FF, lastRight = 0x1FF;
memset(m_TempBuffer, 0, _Size * sizeof(s32)); memset(m_TempBuffer, 0, _Size * sizeof(s32));
if (PB.IsBlank) if (PB.IsBlank)
@ -373,7 +371,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
else else
{ {
// XK: Use this to disable music (GREAT for testing) // XK: Use this to disable music (GREAT for testing)
//if(g_Config.m_DisableStreaming && PB.SoundType == 0x0d00) { //if(PB.SoundType == 0x0d00) {
// PB.NeedsReset = 0; // PB.NeedsReset = 0;
// return; // return;
//} //}
@ -444,18 +442,18 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
for (int i = 0; i < _Size; i++) for (int i = 0; i < _Size; i++)
{ {
if(PB.volumeLeft2) /*if(PB.volumeLeft2)
lastLeft = PB.volumeLeft2; lastLeft = PB.volumeLeft2;
if(PB.volumeRight2) if(PB.volumeRight2)
lastRight = PB.volumeRight2; lastRight = PB.volumeRight2;*/
// TODO: Some noises in Zelda WW (birds, etc) have a volume of 0 // TODO: Some noises in Zelda WW (birds, etc) have a volume of 0
// Really not sure about the masking here, but it seems to kill off some overly loud // Really not sure about the masking here, but it seems to kill off some overly loud
// sounds in Zelda TP. Needs investigation. // sounds in Zelda TP. Needs investigation.
s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)( s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)(
(lastLeft & 0x1FFF) + (lastLeft & 0x1FFF)) * 0.00005); (PB.volumeLeft1 & 0x1FFF) + (PB.volumeLeft2 & 0x1FFF)) * 0.00005);
s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)( s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)(
(lastRight & 0x1FFF) + (lastRight & 0x1FFF)) * 0.00005); (PB.volumeRight1 & 0x1FFF) + (PB.volumeRight2 & 0x1FFF)) * 0.00005);
if (left < -32768) left = -32768; if (left < -32768) left = -32768;
if (left > 32767) left = 32767; if (left > 32767) left = 32767;