AX: handle DPL2 mixer control in old GameCube titles
This fixes the audio test in Rogue Squadron 2 (issue 12902).
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@ -291,18 +291,31 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control)
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// TODO: find other UCode versions with different mixer_control values
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if (m_crc == 0x4e8a8b21)
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{
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ret |= MIX_MAIN_L | MIX_MAIN_R;
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if (mixer_control & 0x0001)
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ret |= MIX_AUXA_L | MIX_AUXA_R;
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if (mixer_control & 0x0002)
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ret |= MIX_AUXB_L | MIX_AUXB_R;
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if (mixer_control & 0x0004)
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if (mixer_control & 0x0010)
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{
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ret |= MIX_MAIN_S;
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if (ret & MIX_AUXA_L)
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ret |= MIX_AUXA_S;
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if (ret & MIX_AUXB_L)
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ret |= MIX_AUXB_S;
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// DPL2 mixing
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ret |= MIX_MAIN_L | MIX_MAIN_R;
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if ((mixer_control & 0x0006) == 0)
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ret |= MIX_AUXB_L | MIX_AUXB_R;
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if ((mixer_control & 0x0007) == 1)
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ret |= MIX_AUXA_L | MIX_AUXA_R | MIX_AUXA_S;
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}
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else
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{
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// non-DPL2 mixing
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ret |= MIX_MAIN_L | MIX_MAIN_R;
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if (mixer_control & 0x0001)
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ret |= MIX_AUXA_L | MIX_AUXA_R;
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if (mixer_control & 0x0002)
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ret |= MIX_AUXB_L | MIX_AUXB_R;
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if (mixer_control & 0x0004)
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{
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ret |= MIX_MAIN_S;
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if (ret & MIX_AUXA_L)
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ret |= MIX_AUXA_S;
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if (ret & MIX_AUXB_L)
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ret |= MIX_AUXB_S;
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}
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}
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if (mixer_control & 0x0008)
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ret |= MIX_ALL_RAMPS;
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@ -318,6 +331,7 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control)
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ret |= MIX_MAIN_S;
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if (mixer_control & 0x0008)
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ret |= MIX_MAIN_L_RAMP | MIX_MAIN_R_RAMP | MIX_MAIN_S_RAMP;
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if (mixer_control & 0x0010)
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ret |= MIX_AUXA_L;
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if (mixer_control & 0x0020)
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@ -328,6 +342,7 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control)
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ret |= MIX_AUXA_S;
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if (mixer_control & 0x0100)
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ret |= MIX_AUXA_S_RAMP;
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if (mixer_control & 0x0200)
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ret |= MIX_AUXB_L;
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if (mixer_control & 0x0400)
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@ -340,6 +355,8 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control)
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ret |= MIX_AUXB_S_RAMP;
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// TODO: 0x4000 is used for Dolby Pro 2 sound mixing
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// It selects the input surround channel for all AUXB mixing channels.
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// This will only matter once we have ITD support.
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}
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return (AXMixControl)ret;
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