oops
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3684 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -23,8 +23,6 @@
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#include "../main.h"
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#include "../main.h"
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#include "Mixer.h"
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#include "Mixer.h"
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#include "../Config.h"
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void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB)
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void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB)
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{
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{
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u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
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u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
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@ -361,7 +359,7 @@ void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
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void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
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{
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{
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static u16 lastLeft = 0x1FF, lastRight = 0x1FF;
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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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memset(m_TempBuffer, 0, _Size * sizeof(s32));
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if (PB.IsBlank)
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if (PB.IsBlank)
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@ -373,7 +371,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
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else
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else
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{
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{
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// XK: Use this to disable music (GREAT for testing)
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// XK: Use this to disable music (GREAT for testing)
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//if(g_Config.m_DisableStreaming && PB.SoundType == 0x0d00) {
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//if(PB.SoundType == 0x0d00) {
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// PB.NeedsReset = 0;
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// PB.NeedsReset = 0;
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// return;
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// return;
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//}
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//}
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@ -444,18 +442,18 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
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for (int i = 0; i < _Size; i++)
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for (int i = 0; i < _Size; i++)
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{
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{
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if(PB.volumeLeft2)
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/*if(PB.volumeLeft2)
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lastLeft = PB.volumeLeft2;
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lastLeft = PB.volumeLeft2;
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if(PB.volumeRight2)
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if(PB.volumeRight2)
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lastRight = PB.volumeRight2;
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lastRight = PB.volumeRight2;*/
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// TODO: Some noises in Zelda WW (birds, etc) have a volume of 0
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// TODO: Some noises in Zelda WW (birds, etc) have a volume of 0
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// Really not sure about the masking here, but it seems to kill off some overly loud
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// Really not sure about the masking here, but it seems to kill off some overly loud
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// sounds in Zelda TP. Needs investigation.
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// sounds in Zelda TP. Needs investigation.
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s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)(
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s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)(
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(lastLeft & 0x1FFF) + (lastLeft & 0x1FFF)) * 0.00005);
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(PB.volumeLeft1 & 0x1FFF) + (PB.volumeLeft2 & 0x1FFF)) * 0.00005);
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s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)(
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s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)(
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(lastRight & 0x1FFF) + (lastRight & 0x1FFF)) * 0.00005);
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(PB.volumeRight1 & 0x1FFF) + (PB.volumeRight2 & 0x1FFF)) * 0.00005);
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if (left < -32768) left = -32768;
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if (left < -32768) left = -32768;
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if (left > 32767) left = 32767;
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if (left > 32767) left = 32767;
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