Added the Zelda UCode preliminary synthesizer. It's far from perfect, but it sounds like the exact pitch it should synth. I'd be glad if someone finished it.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3630 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-07-01 18:05:54 +00:00
parent 71556f77f6
commit 7d7e2ec8a8
5 changed files with 319 additions and 242 deletions

View File

@ -1,7 +1,7 @@
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@ -104,188 +104,6 @@
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@ -372,6 +190,97 @@
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@ -463,6 +372,97 @@
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@ -616,7 +616,7 @@
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@ -624,7 +624,7 @@
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@ -684,6 +684,10 @@
RelativePath=".\Src\UCodes\UCode_Zelda_ADPCM.h"
>
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<File
RelativePath=".\Src\UCodes\UCode_Zelda_Synth.cpp"
>
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<File
RelativePath=".\Src\UCodes\UCode_Zelda_Voice.cpp"
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@ -809,22 +813,6 @@
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@ -833,6 +821,14 @@
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@ -841,6 +837,14 @@
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View File

@ -23,6 +23,7 @@ files = [
'UCodes/UCode_Zelda.cpp',
'UCodes/UCode_Zelda_ADPCM.cpp',
'UCodes/UCode_Zelda_Voice.cpp',
'UCodes/UCode_Zelda_Synth.cpp',
]
dspenv = env.Clone()

View File

@ -25,19 +25,75 @@
void CUCode_Zelda::MixAddSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
int mask = PB.Format ? 3 : 1;
for (int i = 0; i < _Size; i++)
{
s16 sample = (i & mask) ? 0xc000 : 0x4000;
_Buffer[i++] = (s32)sample;
}
float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
u32 _ratio = (((PB.RatioInt * 80) + PB.RatioFrac) << 4) & 0xFFFF0000;
u64 ratio = (u64)(((_ratio / 80) << 16) * ratioFactor);
int mask = PB.Format ? 3 : 1, shift = PB.Format ? 2 : 1;
u32 pos[2] = {0, 0};
int i = 0;
if (PB.KeyOff != 0)
return;
if (PB.NeedsReset)
{
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
PB.ReachedEnd = 0;
}
_lRestart:
if (PB.ReachedEnd)
{
PB.ReachedEnd = 0;
if (PB.RepeatMode == 0)
{
PB.KeyOff = 1;
PB.RemLength = 0;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1) + PB.Length;
return;
}
else
{
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
pos[1] = 0; pos[0] = 0;
}
}
for (; i < _Size;)
{
s16 sample = ((pos[1] & mask) == mask) ? 0xc000 : 0x4000;
_Buffer[i++] = (s32)sample;
(*(u64*)&pos) += ratio;
if ((pos[1] + ((PB.CurAddr - PB.StartAddr) >> 1)) >= PB.Length)
{
PB.ReachedEnd = 1;
goto _lRestart;
}
}
if (PB.RemLength < pos[1])
{
PB.RemLength = 0;
PB.ReachedEnd = 1;
}
else
PB.RemLength -= pos[1];
PB.CurAddr += pos[1] << 1;
// There should be a position fraction as well.
}
void CUCode_Zelda::MixAddSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
// TODO: Header, footer and cases this synth actually happens
for (int i = 0; i < _Size; i++)
_Buffer[i++] = (s32)PB.RatioInt;
}

View File

@ -281,20 +281,22 @@ void CUCode_Zelda::MixAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBu
{
switch (PB.Format)
{
// Synthesized sounds
case 0x0000:
case 0x0001: // Used for "Denied" sound in Zelda
//MixAddSynth_Waveform(PB, m_TempBuffer, _Size);
break;
case 0x0000: // Example: Magic meter filling up in ZWW
case 0x0001: // Example: "Denied" sound when trying to pull out a sword
// indoors in ZWW
MixAddSynth_Waveform(PB, m_TempBuffer, _Size);
break;
case 0x0006:
//MixAddSynth_Waveform(PB, m_TempBuffer, _Size);
break;
WARN_LOG(DSPHLE, "Synthesizing 0x0006 (constant sound)");
MixAddSynth_Constant(PB, m_TempBuffer, _Size);
break;
// These are more "synth" formats - square wave, saw wave etc.
// These are more "synth" formats - square wave, saw wave etc.
case 0x0002:
return;
WARN_LOG(DSPHLE, "Synthesizing 0x0002");
break;
// AFC formats

View File

@ -2915,37 +2915,51 @@ void 08b2_Unk() {
08b2 1401 lsl $ACC0, #1 // t = PB.RatioFrac * 2
// Set up sound buffers
08b3 009b c000 lri $AX1.H, #0xc000 // a = 0xc000
08b5 0099 4000 lri $AX1.L, #0x4000 // b = 0x4000
//08b3 009b c000 lri $AX1.H, #0xc000
//08b5 0099 4000 lri $AX1.L, #0x4000
08b7 1150 08bf bloopi #0x50, 0x08bf
// for(int i = 0; i < 80; i++) {
08b9 02c0 0001 andcf $AC0.M, #0x0001
08bb 027c iflnz
08bc 1b1b srri @$AR0, $AX1.H
08bd 027d iflz
08be 1b19 srri @$AR0, $AX1.L
08bf 4800 addax $ACC0, $AX0.L
// }
08c0 147f lsr $ACC0, #-1
//08b7 1150 08bf bloopi #0x50, 0x08bf
for(int i = 0; i < 80; i++) {
//08b9 02c0 0001 andcf $AC0.M, #0x0001
//08bb 027c iflnz
// 08bc 1b1b srri @$AR0, $AX1.H
//08bd 027d iflz
// 08be 1b19 srri @$AR0, $AX1.L
if(($AC0.M & 1) == 1)
*$AR0++ = 0x4000;
else
*$AR0++ = 0xc000;
08bf 4800 addax $ACC0, $AX0.L // t += PB.RatioInt
}
08c0 147f lsr $ACC0, #-1 // t /= 2
08c1 02df ret
}
void 08c2_Unk() {
08c2 1402 lsl $ACC0, #2
08c3 8900 clr $ACC1
08c4 1fb8 mrr $AC1.L, $AX0.L
08c5 1501 lsl $ACC1, #1
08c2 1402 lsl $ACC0, #2 // t = PB.RatioFrac * 4
08c3 8900 clr $ACC1 // ACC1 = 0
08c4 1fb8 mrr $AC1.L, $AX0.L // AC1.L = PB.RatioInt
08c5 1501 lsl $ACC1, #1 // ACC1 *= 2
08c6 009b c000 lri $AX1.H, #0xc000
08c8 0099 4000 lri $AX1.L, #0x4000
08ca 1150 08d2 bloopi #0x50, 0x08d2
08cc 02c0 0003 andcf $AC0.M, #0x0003
08ce 027c iflnz
08cf 1b1b srri @$AR0, $AX1.H
08d0 027d iflz
08d1 1b19 srri @$AR0, $AX1.L
08d2 4c00 add $ACC0, $AC1.L
08d3 147e lsr $ACC0, #-2
//08ca 1150 08d2 bloopi #0x50, 0x08d2
for(int i = 0; i < 80; i++) {
//08cc 02c0 0003 andcf $AC0.M, #0x0003
//08ce 027c iflnz
// 08cf 1b1b srri @$AR0, $AX1.H
//08d0 027d iflz
// 08d1 1b19 srri @$AR0, $AX1.L
//08d2 4c00 add $ACC0, $AC1.L
if(($AC0.M & 3) == 3)
*$AR0++ = 0x4000;
else
*$AR0++ = 0xc000;
t += (PB.RatioInt * 2);
}
08d3 147e lsr $ACC0, #-2 // t /= 4
08d4 02df ret
}