Zelda HLE: Fix reverb in the GC IPL.
Adds a missing destination buffer, and support post-filtering.
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@ -814,6 +814,7 @@ void ZeldaAudioRenderer::ApplyReverb(bool post_rendering)
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for (u16 i = 0; i < 8; ++i)
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(*last8_samples_buffers[rpb_idx])[i] = buffer[0x50 + i];
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auto ApplyFilter = [&]() {
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// Filter the buffer using provided coefficients.
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for (u16 i = 0; i < 0x50; ++i)
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{
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@ -824,6 +825,11 @@ void ZeldaAudioRenderer::ApplyReverb(bool post_rendering)
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MathUtil::Clamp(&sample, -0x8000, 0x7fff);
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buffer[i] = sample;
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}
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};
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// LSB set -> pre-filtering.
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if (rpb.enabled & 1)
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ApplyFilter();
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for (const auto& dest : rpb.dest)
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{
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@ -840,10 +846,9 @@ void ZeldaAudioRenderer::ApplyReverb(bool post_rendering)
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0x50, dest.volume);
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}
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// TODO: If "enabled" & 2, the filtering should be done post and
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// not pre mixing.
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// LSB not set, bit 1 set -> post-filtering.
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if (rpb.enabled & 2)
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PanicAlert("RPB wants post filtering.");
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ApplyFilter();
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for (u16 i = 0; i < 0x50; ++i)
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(*reverb_buffers[rpb_idx])[i] = buffer[i];
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@ -876,6 +881,7 @@ ZeldaAudioRenderer::MixingBuffer* ZeldaAudioRenderer::BufferForID(u16 buffer_id)
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case 0x0C50: return &m_buf_back_right_reverb;
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case 0x0DC0: return &m_buf_unk0_reverb;
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case 0x0E20: return &m_buf_unk1_reverb;
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case 0x09A0: return &m_buf_unk0; // Used by the GC IPL as a reverb dest.
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default: return nullptr;
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}
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}
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@ -1501,6 +1507,7 @@ void ZeldaAudioRenderer::DoState(PointerWrap& p)
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p.Do(m_buf_back_right_reverb);
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p.Do(m_buf_unk0_reverb);
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p.Do(m_buf_unk1_reverb);
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p.Do(m_buf_unk0);
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p.Do(m_resampling_coeffs);
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p.Do(m_const_patterns);
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@ -117,6 +117,7 @@ private:
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MixingBuffer m_buf_back_right_reverb{};
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MixingBuffer m_buf_unk0_reverb{};
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MixingBuffer m_buf_unk1_reverb{};
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MixingBuffer m_buf_unk0{};
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// Maps a buffer "ID" (really, their address in the DSP DRAM...) to our
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// buffers. Returns nullptr if no match is found.
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