From 855dbf88cac56541162ed038127276f7177bec59 Mon Sep 17 00:00:00 2001 From: Tillmann Karras Date: Fri, 13 May 2022 00:16:37 +0100 Subject: [PATCH] AX: handle DPL2 mixer control in old GameCube titles This fixes the audio test in Rogue Squadron 2 (issue 12902). --- Source/Core/Core/HW/DSPHLE/UCodes/AX.cpp | 39 +++++++++++++++++------- 1 file changed, 28 insertions(+), 11 deletions(-) diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/AX.cpp b/Source/Core/Core/HW/DSPHLE/UCodes/AX.cpp index 43551712f8..93cd3e5d63 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/AX.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/AX.cpp @@ -291,18 +291,31 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control) // TODO: find other UCode versions with different mixer_control values if (m_crc == 0x4e8a8b21) { - ret |= MIX_MAIN_L | MIX_MAIN_R; - if (mixer_control & 0x0001) - ret |= MIX_AUXA_L | MIX_AUXA_R; - if (mixer_control & 0x0002) - ret |= MIX_AUXB_L | MIX_AUXB_R; - if (mixer_control & 0x0004) + if (mixer_control & 0x0010) { - ret |= MIX_MAIN_S; - if (ret & MIX_AUXA_L) - ret |= MIX_AUXA_S; - if (ret & MIX_AUXB_L) - ret |= MIX_AUXB_S; + // DPL2 mixing + ret |= MIX_MAIN_L | MIX_MAIN_R; + if ((mixer_control & 0x0006) == 0) + ret |= MIX_AUXB_L | MIX_AUXB_R; + if ((mixer_control & 0x0007) == 1) + ret |= MIX_AUXA_L | MIX_AUXA_R | MIX_AUXA_S; + } + else + { + // non-DPL2 mixing + ret |= MIX_MAIN_L | MIX_MAIN_R; + if (mixer_control & 0x0001) + ret |= MIX_AUXA_L | MIX_AUXA_R; + if (mixer_control & 0x0002) + ret |= MIX_AUXB_L | MIX_AUXB_R; + if (mixer_control & 0x0004) + { + ret |= MIX_MAIN_S; + if (ret & MIX_AUXA_L) + ret |= MIX_AUXA_S; + if (ret & MIX_AUXB_L) + ret |= MIX_AUXB_S; + } } if (mixer_control & 0x0008) ret |= MIX_ALL_RAMPS; @@ -318,6 +331,7 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control) ret |= MIX_MAIN_S; if (mixer_control & 0x0008) ret |= MIX_MAIN_L_RAMP | MIX_MAIN_R_RAMP | MIX_MAIN_S_RAMP; + if (mixer_control & 0x0010) ret |= MIX_AUXA_L; if (mixer_control & 0x0020) @@ -328,6 +342,7 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control) ret |= MIX_AUXA_S; if (mixer_control & 0x0100) ret |= MIX_AUXA_S_RAMP; + if (mixer_control & 0x0200) ret |= MIX_AUXB_L; if (mixer_control & 0x0400) @@ -340,6 +355,8 @@ AXMixControl AXUCode::ConvertMixerControl(u32 mixer_control) ret |= MIX_AUXB_S_RAMP; // TODO: 0x4000 is used for Dolby Pro 2 sound mixing + // It selects the input surround channel for all AUXB mixing channels. + // This will only matter once we have ITD support. } return (AXMixControl)ret;