Merge branch 'new-ax-hle'

Only AX GC is merged so far, the new Wii AX development will be done in a
separate branch when I'll start working on it.

There are still a few AX GC bugs remaining, but overall a lot less games have
sound issues than before.

Thanks to everyone who helped test the development builds of this branch and
reported results on the forum thread.

Conflicts:
	Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.cpp
This commit is contained in:
Pierre Bourdon 2012-12-25 13:33:53 +01:00
commit ba348c29d7
15 changed files with 2289 additions and 696 deletions

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@ -70,7 +70,8 @@ set(SRCS Src/ActionReplay.cpp
Src/HW/CPU.cpp
Src/HW/DSP.cpp
Src/HW/DSPHLE/UCodes/UCode_AX.cpp
Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
Src/HW/DSPHLE/UCodes/UCode_NewAXWii.cpp
Src/HW/DSPHLE/UCodes/UCode_CARD.cpp
Src/HW/DSPHLE/UCodes/UCode_InitAudioSystem.cpp
Src/HW/DSPHLE/UCodes/UCode_ROM.cpp

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@ -261,6 +261,7 @@
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCodes.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_AX.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_CARD.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_GBA.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_InitAudioSystem.cpp" />
@ -462,9 +463,11 @@
<ClInclude Include="Src\HW\DSPHLE\MailHandler.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCodes.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXStructs.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Structs.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_ADPCM.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Structs.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Voice.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Voice.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_CARD.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_GBA.h" />
@ -595,4 +598,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -197,6 +197,9 @@
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_CARD.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
@ -727,18 +730,24 @@
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_ADPCM.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Voice.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXStructs.h">
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Structs.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Structs.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Voice.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_CARD.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
@ -1174,4 +1183,4 @@
<UniqueIdentifier>{3e9e6e83-c1bf-45f9-aeff-231f98f60d29}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>
</Project>

File diff suppressed because it is too large Load Diff

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@ -12,52 +12,162 @@
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_AX
#define _UCODE_AX
// High-level emulation for the AX Gamecube UCode.
//
// TODO:
// * Depop support
// * ITD support
// * Polyphase sample interpolation support (not very useful)
// * Dolby Pro 2 mixing with recent AX versions
#include <iostream>
#include "UCode_AXStructs.h"
#ifndef _UCODE_AX_H
#define _UCODE_AX_H
enum
#include "UCodes.h"
#include "UCode_AX_Structs.h"
// We can't directly use the mixer_control field from the PB because it does
// not mean the same in all AX versions. The AX UCode converts the
// mixer_control value to an AXMixControl bitfield.
enum AXMixControl
{
NUMBER_OF_PBS = 128
MIX_L = 0x000001,
MIX_L_RAMP = 0x000002,
MIX_R = 0x000004,
MIX_R_RAMP = 0x000008,
MIX_S = 0x000010,
MIX_S_RAMP = 0x000020,
MIX_AUXA_L = 0x000040,
MIX_AUXA_L_RAMP = 0x000080,
MIX_AUXA_R = 0x000100,
MIX_AUXA_R_RAMP = 0x000200,
MIX_AUXA_S = 0x000400,
MIX_AUXA_S_RAMP = 0x000800,
MIX_AUXB_L = 0x001000,
MIX_AUXB_L_RAMP = 0x002000,
MIX_AUXB_R = 0x004000,
MIX_AUXB_R_RAMP = 0x008000,
MIX_AUXB_S = 0x010000,
MIX_AUXB_S_RAMP = 0x020000,
MIX_AUXC_L = 0x040000,
MIX_AUXC_L_RAMP = 0x080000,
MIX_AUXC_R = 0x100000,
MIX_AUXC_R_RAMP = 0x200000,
MIX_AUXC_S = 0x400000,
MIX_AUXC_S_RAMP = 0x800000
};
class CUCode_AX : public IUCode
class CUCode_AX : public IUCode
{
public:
CUCode_AX(DSPHLE *dsp_hle, u32 _CRC);
CUCode_AX(DSPHLE* dsp_hle, u32 crc);
virtual ~CUCode_AX();
void HandleMail(u32 _uMail);
void MixAdd(short* _pBuffer, int _iSize);
void Update(int cycles);
void DoState(PointerWrap &p);
virtual void HandleMail(u32 mail);
virtual void MixAdd(short* out_buffer, int nsamples);
virtual void Update(int cycles);
virtual void DoState(PointerWrap& p);
// PBs
u8 numPBaddr;
u32 PBaddr[8]; //2 needed for MP2
u32 m_addressPBs;
// Needed because StdThread.h std::thread implem does not support member
// pointers.
static void SpawnAXThread(CUCode_AX* self);
private:
enum
protected:
enum MailType
{
MAIL_AX_ALIST = 0xBABE0000,
AXLIST_STUDIOADDR = 0x0000,
AXLIST_PBADDR = 0x0002,
AXLIST_SBUFFER = 0x0007,
AXLIST_COMPRESSORTABLE = 0x000A,
AXLIST_END = 0x000F
MAIL_RESUME = 0xCDD10000,
MAIL_NEW_UCODE = 0xCDD10001,
MAIL_RESET = 0xCDD10002,
MAIL_CONTINUE = 0xCDD10003,
// CPU sends 0xBABE0000 | cmdlist_size to the DSP
MAIL_CMDLIST = 0xBABE0000,
MAIL_CMDLIST_MASK = 0xFFFF0000
};
int *templbuffer;
int *temprbuffer;
// 32 * 5 because 32 samples per millisecond, for max 5 milliseconds.
int m_samples_left[32 * 5];
int m_samples_right[32 * 5];
int m_samples_surround[32 * 5];
int m_samples_auxA_left[32 * 5];
int m_samples_auxA_right[32 * 5];
int m_samples_auxA_surround[32 * 5];
int m_samples_auxB_left[32 * 5];
int m_samples_auxB_right[32 * 5];
int m_samples_auxB_surround[32 * 5];
// ax task message handler
bool AXTask(u32& _uMail);
// Volatile because it's set by HandleMail and accessed in
// HandleCommandList, which are running in two different threads.
volatile u16 m_cmdlist[512];
volatile u32 m_cmdlist_size;
std::thread m_axthread;
// Sync objects
std::mutex m_processing;
std::condition_variable m_cmdlist_cv;
std::mutex m_cmdlist_mutex;
// Copy a command list from memory to our temp buffer
void CopyCmdList(u32 addr, u16 size);
// Convert a mixer_control bitfield to our internal representation for that
// value. Required because that bitfield has a different meaning in some
// versions of AX.
AXMixControl ConvertMixerControl(u32 mixer_control);
// Send a notification to the AX thread to tell him a new cmdlist addr is
// available for processing.
void NotifyAXThread();
void AXThread();
virtual void HandleCommandList();
void SetupProcessing(u32 init_addr);
void DownloadAndMixWithVolume(u32 addr, u16 vol_main, u16 vol_auxa, u16 vol_auxb);
void ProcessPBList(u32 pb_addr);
void MixAUXSamples(int aux_id, u32 write_addr, u32 read_addr);
void UploadLRS(u32 dst_addr);
void SetMainLR(u32 src_addr);
void OutputSamples(u32 out_addr, u32 surround_addr);
void MixAUXBLR(u32 ul_addr, u32 dl_addr);
void SendAUXAndMix(u32 main_auxa_up, u32 auxb_s_up, u32 main_l_dl,
u32 main_r_dl, u32 auxb_l_dl, u32 auxb_r_dl);
// Handle save states for main AX.
void DoAXState(PointerWrap& p);
private:
enum CmdType
{
CMD_SETUP = 0x00,
CMD_DL_AND_VOL_MIX = 0x01,
CMD_PB_ADDR = 0x02,
CMD_PROCESS = 0x03,
CMD_MIX_AUXA = 0x04,
CMD_MIX_AUXB = 0x05,
CMD_UPLOAD_LRS = 0x06,
CMD_SET_LR = 0x07,
CMD_UNK_08 = 0x08,
CMD_MIX_AUXB_NOWRITE = 0x09,
CMD_COMPRESSOR_TABLE_ADDR = 0x0A,
CMD_UNK_0B = 0x0B,
CMD_UNK_0C = 0x0C,
CMD_MORE = 0x0D,
CMD_OUTPUT = 0x0E,
CMD_END = 0x0F,
CMD_MIX_AUXB_LR = 0x10,
CMD_UNK_11 = 0x11,
CMD_UNK_12 = 0x12,
CMD_SEND_AUX_AND_MIX = 0x13,
};
};
#endif // _UCODE_AX
#endif // !_UCODE_AX_H

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@ -21,10 +21,10 @@
#include "Mixer.h"
#include "UCodes.h"
#include "UCode_AXStructs.h"
#include "UCode_AXWii_Structs.h"
#include "UCode_AX.h" // for some functions in CUCode_AX
#include "UCode_AXWii.h"
#include "UCode_AX_Voice.h"
#include "UCode_AXWii_Voice.h"
CUCode_AXWii::CUCode_AXWii(DSPHLE *dsp_hle, u32 l_CRC)

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@ -18,7 +18,7 @@
#ifndef _UCODE_AXWII
#define _UCODE_AXWII
#include "UCode_AXStructs.h"
#include "UCode_AXWii_Structs.h"
#define NUMBER_OF_PBS 128

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@ -0,0 +1,271 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_AXWII_VOICE_H
#define _UCODE_AXWII_VOICE_H
#include "UCodes.h"
#include "UCode_AXWii_ADPCM.h"
#include "UCode_AX.h"
#include "Mixer.h"
#include "../../AudioInterface.h"
// MRAM -> ARAM for GC
inline bool ReadPB(u32 addr, AXPB &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// MRAM -> ARAM for Wii
inline bool ReadPB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
// preswap the mixer_control
PB.mixer_control = ((u32)PB_in_mram[7] << 16) | ((u32)PB_in_mram[6] >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// ARAM -> MRAM for GC
inline bool WritePB(u32 addr, AXPB &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
// ARAM -> MRAM for Wii
inline bool WritePB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
// preswap the mixer_control
*(u32*)&PB_in_mram[6] = (PB.mixer_control << 16) | (PB.mixer_control >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
// TODO: fix handling of gc/wii PB differences
// TODO: generally fix up the mess - looks crazy and kinda wrong
template<class ParamBlockType>
inline void MixAddVoice(ParamBlockType &pb,
int *templbuffer, int *temprbuffer,
int _iSize)
{
if (pb.running)
{
const u32 ratio = (u32)(((pb.src.ratio_hi << 16) + pb.src.ratio_lo)
* /*ratioFactor:*/((float)AudioInterface::GetAIDSampleRate() / (float)soundStream->GetMixer()->GetSampleRate()));
u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
u32 samplePos = (pb.audio_addr.cur_addr_hi << 16) | pb.audio_addr.cur_addr_lo;
u32 frac = pb.src.cur_addr_frac;
// =======================================================================================
// Handle No-SRC streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
// detect that this setting. Updates did not fix this automatically.
// ---------------------------------------------------------------------------------------
// Stream settings
// src_type = 2 (most other games have src_type = 0)
// Affected games:
// Baten Kaitos - Eternal Wings (2003)
// Baten Kaitos - Origins (2006)?
// Soul Calibur 2: The movie music use src_type 2 but it needs no adjustment, perhaps
// the sound format plays in to, Baten use ADPCM, SC2 use PCM16
//if (pb.src_type == 2 && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
if (pb.running && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
{
pb.src.ratio_hi = 1;
}
// =======================================================================================
// Games that use looping to play non-looping music streams - SSBM has info in all
// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
// like any other looping streams the music works. I'm unsure how we are actually supposed to
// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
// identify these types of blocks. Updates did not write any looping values.
if (
(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
&& pb.mixer_control == 0 && pb.adpcm_loop_info.pred_scale <= 0x7F
)
{
pb.audio_addr.looping = 1;
}
// Top Spin 3 Wii
if (pb.audio_addr.sample_format > 25)
pb.audio_addr.sample_format = 0;
// =======================================================================================
// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
for (int s = 0; s < _iSize; s++)
{
int sample = 0;
u32 oldFrac = frac;
frac += ratio;
u32 newSamplePos = samplePos + (frac >> 16); //whole number of frac
// =======================================================================================
// Process sample format
switch (pb.audio_addr.sample_format)
{
case AUDIOFORMAT_PCM8:
pb.adpcm.yn2 = ((s8)DSP::ReadARAM(samplePos)) << 8; //current sample
pb.adpcm.yn1 = ((s8)DSP::ReadARAM(samplePos + 1)) << 8; //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_PCM16:
pb.adpcm.yn2 = (s16)(u16)((DSP::ReadARAM(samplePos * 2) << 8) | (DSP::ReadARAM((samplePos * 2 + 1)))); //current sample
pb.adpcm.yn1 = (s16)(u16)((DSP::ReadARAM((samplePos + 1) * 2) << 8) | (DSP::ReadARAM(((samplePos + 1) * 2 + 1)))); //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_ADPCM:
ADPCM_Step(pb.adpcm, samplePos, newSamplePos, frac);
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac) + pb.adpcm.yn2) >> 16; //adpcm moves on frac
break;
default:
break;
}
// ===================================================================
// Overall volume control. In addition to this there is also separate volume settings to
// different channels (left, right etc).
frac &= 0xffff;
int vol = pb.vol_env.cur_volume >> 9;
sample = sample * vol >> 8;
if (pb.mixer_control & MIXCONTROL_RAMPING)
{
int x = pb.vol_env.cur_volume;
x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
// that use this? Or how does it work?
if (x < 0)
x = 0;
if (x >= 0x7fff)
x = 0x7fff;
pb.vol_env.cur_volume = x; // maybe not per sample?? :P
}
int leftmix = pb.mixer.left >> 5;
int rightmix = pb.mixer.right >> 5;
int left = sample * leftmix >> 8;
int right = sample * rightmix >> 8;
// adpcm has to walk from oldSamplePos to samplePos here
templbuffer[s] += left;
temprbuffer[s] += right;
// Control the behavior when we reach the end of the sample
if (samplePos >= sampleEnd)
{
if (pb.audio_addr.looping == 1)
{
if ((samplePos & ~0x1f) == (sampleEnd & ~0x1f) || (pb.audio_addr.sample_format != AUDIOFORMAT_ADPCM))
samplePos = loopPos;
if ((!pb.is_stream) && (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM))
{
pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
pb.adpcm.yn2 = pb.adpcm_loop_info.yn2;
pb.adpcm.pred_scale = pb.adpcm_loop_info.pred_scale;
}
}
else
{
pb.running = 0;
samplePos = loopPos;
//samplePos = samplePos - sampleEnd + loopPos;
memset(&pb.dpop, 0, sizeof(pb.dpop));
memset(pb.src.last_samples, 0, 8);
break;
}
}
} // end of the _iSize loop
// Update volume
pb.mixer.left = ADPCM_Vol(pb.mixer.left, pb.mixer.left_delta);
pb.mixer.right = ADPCM_Vol(pb.mixer.right, pb.mixer.right_delta);
pb.src.cur_addr_frac = (u16)frac;
pb.audio_addr.cur_addr_hi = samplePos >> 16;
pb.audio_addr.cur_addr_lo = (u16)samplePos;
} // if (pb.running)
}
#endif

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@ -0,0 +1,392 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_AX_STRUCTS_H
#define _UCODE_AX_STRUCTS_H
struct PBMixer
{
u16 left;
u16 left_delta;
u16 right;
u16 right_delta;
u16 auxA_left;
u16 auxA_left_delta;
u16 auxA_right;
u16 auxA_right_delta;
u16 auxB_left;
u16 auxB_left_delta;
u16 auxB_right;
u16 auxB_right_delta;
u16 auxB_surround;
u16 auxB_surround_delta;
u16 surround;
u16 surround_delta;
u16 auxA_surround;
u16 auxA_surround_delta;
};
struct PBMixerWii
{
// volume mixing values in .15, 0x8000 = ca. 1.0
u16 left;
u16 left_delta;
u16 right;
u16 right_delta;
u16 auxA_left;
u16 auxA_left_delta;
u16 auxA_right;
u16 auxA_right_delta;
u16 auxB_left;
u16 auxB_left_delta;
u16 auxB_right;
u16 auxB_right_delta;
// Note: the following elements usage changes a little in DPL2 mode
// TODO: implement and comment it in the mixer
u16 auxC_left;
u16 auxC_left_delta;
u16 auxC_right;
u16 auxC_right_delta;
u16 surround;
u16 surround_delta;
u16 auxA_surround;
u16 auxA_surround_delta;
u16 auxB_surround;
u16 auxB_surround_delta;
u16 auxC_surround;
u16 auxC_surround_delta;
};
struct PBMixerWM
{
u16 main0;
u16 main0_delta;
u16 aux0;
u16 aux0_delta;
u16 main1;
u16 main1_delta;
u16 aux1;
u16 aux1_delta;
u16 main2;
u16 main2_delta;
u16 aux2;
u16 aux2_delta;
u16 main3;
u16 main3_delta;
u16 aux3;
u16 aux3_delta;
};
struct PBInitialTimeDelay
{
u16 on;
u16 addrMemHigh;
u16 addrMemLow;
u16 offsetLeft;
u16 offsetRight;
u16 targetLeft;
u16 targetRight;
};
// Update data - read these each 1ms subframe and use them!
// It seems that to provide higher time precisions for MIDI events, some games
// use this thing to update the parameter blocks per 1ms sub-block (a block is 5ms).
// Using this data should fix games that are missing MIDI notes.
struct PBUpdates
{
u16 num_updates[5];
u16 data_hi; // These point to main RAM. Not sure about the structure of the data.
u16 data_lo;
};
// The DSP stores the final sample values for each voice after every frame of processing.
// The values are then accumulated for all dropped voices, added to the next frame of audio,
// and ramped down on a per-sample basis to provide a gentle "roll off."
struct PBDpop
{
s16 left;
s16 auxA_left;
s16 auxB_left;
s16 right;
s16 auxA_right;
s16 auxB_right;
s16 surround;
s16 auxA_surround;
s16 auxB_surround;
};
struct PBDpopWii
{
s16 left;
s16 auxA_left;
s16 auxB_left;
s16 auxC_left;
s16 right;
s16 auxA_right;
s16 auxB_right;
s16 auxC_right;
s16 surround;
s16 auxA_surround;
s16 auxB_surround;
s16 auxC_surround;
};
struct PBDpopWM
{
s16 aMain0;
s16 aMain1;
s16 aMain2;
s16 aMain3;
s16 aAux0;
s16 aAux1;
s16 aAux2;
s16 aAux3;
};
struct PBVolumeEnvelope
{
u16 cur_volume; // volume at start of frame
s16 cur_volume_delta; // signed per sample delta (96 samples per frame)
};
struct PBUnknown2
{
u16 unknown_reserved[3];
};
struct PBAudioAddr
{
u16 looping;
u16 sample_format;
u16 loop_addr_hi; // Start of loop (this will point to a shared "zero" buffer if one-shot mode is active)
u16 loop_addr_lo;
u16 end_addr_hi; // End of sample (and loop), inclusive
u16 end_addr_lo;
u16 cur_addr_hi;
u16 cur_addr_lo;
};
struct PBADPCMInfo
{
s16 coefs[16];
u16 gain;
u16 pred_scale;
s16 yn1;
s16 yn2;
};
struct PBSampleRateConverter
{
// ratio = (f32)ratio * 0x10000;
// valid range is 1/512 to 4.0000
u16 ratio_hi; // integer part of sampling ratio
u16 ratio_lo; // fraction part of sampling ratio
u16 cur_addr_frac;
u16 last_samples[4];
};
struct PBSampleRateConverterWM
{
u16 currentAddressFrac;
u16 last_samples[4];
};
struct PBADPCMLoopInfo
{
u16 pred_scale;
u16 yn1;
u16 yn2;
};
struct PBLowPassFilter
{
u16 enabled;
u16 yn1;
u16 a0;
u16 b0;
};
struct AXPB
{
u16 next_pb_hi;
u16 next_pb_lo;
u16 this_pb_hi;
u16 this_pb_lo;
u16 src_type; // Type of sample rate converter (none, ?, linear)
u16 coef_select;
u16 mixer_control;
u16 running; // 1=RUN 0=STOP
u16 is_stream; // 1 = stream, 0 = one shot
PBMixer mixer;
PBInitialTimeDelay initial_time_delay;
PBUpdates updates;
PBDpop dpop;
PBVolumeEnvelope vol_env;
PBUnknown2 unknown3;
PBAudioAddr audio_addr;
PBADPCMInfo adpcm;
PBSampleRateConverter src;
PBADPCMLoopInfo adpcm_loop_info;
PBLowPassFilter lpf;
u16 padding[25];
};
struct PBBiquadFilter
{
u16 on; // on = 2, off = 0
u16 xn1; // History data
u16 xn2;
u16 yn1;
u16 yn2;
u16 b0; // Filter coefficients
u16 b1;
u16 b2;
u16 a1;
u16 a2;
};
union PBInfImpulseResponseWM
{
PBLowPassFilter lpf;
PBBiquadFilter biquad;
};
struct AXPBWii
{
u16 next_pb_hi;
u16 next_pb_lo;
u16 this_pb_hi;
u16 this_pb_lo;
u16 src_type; // Type of sample rate converter (none, 4-tap, linear)
u16 coef_select; // coef for the 4-tap src
u16 mixer_control_hi;
u16 mixer_control_lo;
u16 running; // 1=RUN 0=STOP
u16 is_stream; // 1 = stream, 0 = one shot
PBMixerWii mixer;
PBInitialTimeDelay initial_time_delay;
PBDpopWii dpop;
PBVolumeEnvelope vol_env;
PBAudioAddr audio_addr;
PBADPCMInfo adpcm;
PBSampleRateConverter src;
PBADPCMLoopInfo adpcm_loop_info;
PBLowPassFilter lpf;
PBBiquadFilter biquad;
// WIIMOTE :D
u16 remote;
u16 remote_mixer_control;
PBMixerWM remote_mixer;
PBDpopWM remote_dpop;
PBSampleRateConverterWM remote_src;
PBInfImpulseResponseWM remote_iir;
u16 pad[12]; // align us, captain! (32B)
};
// Seems like nintendo used an early version of AXWii and forgot to remove the update functionality ;p
struct PBUpdatesWiiSports
{
u16 num_updates[3];
u16 data_hi;
u16 data_lo;
};
struct AXPBWiiSports
{
u16 next_pb_hi;
u16 next_pb_lo;
u16 this_pb_hi;
u16 this_pb_lo;
u16 src_type; // Type of sample rate converter (none, 4-tap, linear)
u16 coef_select; // coef for the 4-tap src
u32 mixer_control;
u16 running; // 1=RUN 0=STOP
u16 is_stream; // 1 = stream, 0 = one shot
PBMixerWii mixer;
PBInitialTimeDelay initial_time_delay;
PBUpdatesWiiSports updates;
PBDpopWii dpop;
PBVolumeEnvelope vol_env;
PBAudioAddr audio_addr;
PBADPCMInfo adpcm;
PBSampleRateConverter src;
PBADPCMLoopInfo adpcm_loop_info;
PBLowPassFilter lpf;
PBBiquadFilter biquad;
// WIIMOTE :D
u16 remote;
u16 remote_mixer_control;
PBMixerWM remote_mixer;
PBDpopWM remote_dpop;
PBSampleRateConverterWM remote_src;
PBInfImpulseResponseWM remote_iir;
u16 pad[7]; // align us, captain! (32B)
};
// TODO: All these enums have changed a lot for wii
enum {
AUDIOFORMAT_ADPCM = 0,
AUDIOFORMAT_PCM8 = 0x19,
AUDIOFORMAT_PCM16 = 0xA,
};
enum {
SRCTYPE_POLYPHASE = 0,
SRCTYPE_LINEAR = 1,
SRCTYPE_NEAREST = 2,
};
// Both may be used at once
enum {
FILTER_LOWPASS = 1,
FILTER_BIQUAD = 2,
};
#endif // _UCODE_AX_STRUCTS_H

View File

@ -12,260 +12,389 @@
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// This file is UGLY (full of #ifdef) so that it can be used with both GC and
// Wii version of AX. Maybe it would be better to abstract away the parts that
// can be made common.
#ifndef _UCODE_AX_VOICE_H
#define _UCODE_AX_VOICE_H
#include "UCodes.h"
#include "UCode_AX_ADPCM.h"
#include "UCode_AX.h"
#include "Mixer.h"
#include "../../AudioInterface.h"
// MRAM -> ARAM for GC
inline bool ReadPB(u32 addr, AXPB &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// MRAM -> ARAM for Wii
inline bool ReadPB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
// preswap the mixer_control
PB.mixer_control = ((u32)PB_in_mram[7] << 16) | ((u32)PB_in_mram[6] >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// ARAM -> MRAM for GC
inline bool WritePB(u32 addr, AXPB &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
// ARAM -> MRAM for Wii
inline bool WritePB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
// preswap the mixer_control
*(u32*)&PB_in_mram[6] = (PB.mixer_control << 16) | (PB.mixer_control >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
// TODO: fix handling of gc/wii PB differences
// TODO: generally fix up the mess - looks crazy and kinda wrong
template<class ParamBlockType>
inline void MixAddVoice(ParamBlockType &pb,
int *templbuffer, int *temprbuffer,
int _iSize)
{
if (pb.running)
{
const u32 ratio = (u32)(((pb.src.ratio_hi << 16) + pb.src.ratio_lo)
* /*ratioFactor:*/((float)AudioInterface::GetAIDSampleRate() / (float)soundStream->GetMixer()->GetSampleRate()));
u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
u32 samplePos = (pb.audio_addr.cur_addr_hi << 16) | pb.audio_addr.cur_addr_lo;
u32 frac = pb.src.cur_addr_frac;
// =======================================================================================
// Handle No-SRC streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
// detect that this setting. Updates did not fix this automatically.
// ---------------------------------------------------------------------------------------
// Stream settings
// src_type = 2 (most other games have src_type = 0)
// Affected games:
// Baten Kaitos - Eternal Wings (2003)
// Baten Kaitos - Origins (2006)?
// Soul Calibur 2: The movie music use src_type 2 but it needs no adjustment, perhaps
// the sound format plays in to, Baten use ADPCM, SC2 use PCM16
//if (pb.src_type == 2 && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
if (pb.running && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
{
pb.src.ratio_hi = 1;
}
// =======================================================================================
// Games that use looping to play non-looping music streams - SSBM has info in all
// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
// like any other looping streams the music works. I'm unsure how we are actually supposed to
// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
// identify these types of blocks. Updates did not write any looping values.
if (
(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
&& pb.mixer_control == 0 && pb.adpcm_loop_info.pred_scale <= 0x7F
)
{
pb.audio_addr.looping = 1;
}
// Top Spin 3 Wii
if (pb.audio_addr.sample_format > 25)
pb.audio_addr.sample_format = 0;
// =======================================================================================
// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
for (int s = 0; s < _iSize; s++)
{
int sample = 0;
u32 oldFrac = frac;
frac += ratio;
u32 newSamplePos = samplePos + (frac >> 16); //whole number of frac
// =======================================================================================
// Process sample format
switch (pb.audio_addr.sample_format)
{
case AUDIOFORMAT_PCM8:
pb.adpcm.yn2 = ((s8)DSP::ReadARAM(samplePos)) << 8; //current sample
pb.adpcm.yn1 = ((s8)DSP::ReadARAM(samplePos + 1)) << 8; //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_PCM16:
pb.adpcm.yn2 = (s16)(u16)((DSP::ReadARAM(samplePos * 2) << 8) | (DSP::ReadARAM((samplePos * 2 + 1)))); //current sample
pb.adpcm.yn1 = (s16)(u16)((DSP::ReadARAM((samplePos + 1) * 2) << 8) | (DSP::ReadARAM(((samplePos + 1) * 2 + 1)))); //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_ADPCM:
ADPCM_Step(pb.adpcm, samplePos, newSamplePos, frac);
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac) + pb.adpcm.yn2) >> 16; //adpcm moves on frac
break;
default:
break;
}
// ===================================================================
// Overall volume control. In addition to this there is also separate volume settings to
// different channels (left, right etc).
frac &= 0xffff;
int vol = pb.vol_env.cur_volume >> 9;
sample = sample * vol >> 8;
if (pb.mixer_control & MIXCONTROL_RAMPING)
{
int x = pb.vol_env.cur_volume;
x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
// that use this? Or how does it work?
if (x < 0)
x = 0;
if (x >= 0x7fff)
x = 0x7fff;
pb.vol_env.cur_volume = x; // maybe not per sample?? :P
}
int leftmix = pb.mixer.left >> 5;
int rightmix = pb.mixer.right >> 5;
int left = sample * leftmix >> 8;
int right = sample * rightmix >> 8;
// adpcm has to walk from oldSamplePos to samplePos here
templbuffer[s] += left;
temprbuffer[s] += right;
// Control the behavior when we reach the end of the sample
if (samplePos >= sampleEnd)
{
if (pb.audio_addr.looping == 1)
{
if ((samplePos & ~0x1f) == (sampleEnd & ~0x1f) || (pb.audio_addr.sample_format != AUDIOFORMAT_ADPCM))
samplePos = loopPos;
if ((!pb.is_stream) && (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM))
{
pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
pb.adpcm.yn2 = pb.adpcm_loop_info.yn2;
pb.adpcm.pred_scale = pb.adpcm_loop_info.pred_scale;
}
}
else
{
pb.running = 0;
samplePos = loopPos;
//samplePos = samplePos - sampleEnd + loopPos;
memset(&pb.dpop, 0, sizeof(pb.dpop));
memset(pb.src.last_samples, 0, 8);
break;
}
}
} // end of the _iSize loop
// Update volume
pb.mixer.left = ADPCM_Vol(pb.mixer.left, pb.mixer.left_delta);
pb.mixer.right = ADPCM_Vol(pb.mixer.right, pb.mixer.right_delta);
pb.src.cur_addr_frac = (u16)frac;
pb.audio_addr.cur_addr_hi = samplePos >> 16;
pb.audio_addr.cur_addr_lo = (u16)samplePos;
} // if (pb.running)
}
#if !defined(AX_GC) && !defined(AX_WII)
#error UCode_AX_Voice.h included without specifying version
#endif
#include "Common.h"
#include "UCode_AX_Structs.h"
#include "../../DSP.h"
#ifdef AX_GC
# define PB_TYPE AXPB
#else
# define PB_TYPE AXPBWii
#endif
// Put all of that in an anonymous namespace to avoid stupid compilers merging
// functions from AX GC and AX Wii.
namespace {
// Useful macro to convert xxx_hi + xxx_lo to xxx for 32 bits.
#define HILO_TO_32(name) \
((name##_hi << 16) | name##_lo)
// Used to pass a large amount of buffers to the mixing function.
union AXBuffers
{
struct
{
int* left;
int* right;
int* surround;
int* auxA_left;
int* auxA_right;
int* auxA_surround;
int* auxB_left;
int* auxB_right;
int* auxB_surround;
#ifdef AX_WII
int* auxC_left;
int* auxC_right;
int* auxC_surround;
#endif
};
#ifdef AX_GC
int* ptrs[9];
#else
int* ptrs[12];
#endif
};
// Read a PB from MRAM/ARAM
bool ReadPB(u32 addr, PB_TYPE& pb)
{
u16* dst = (u16*)&pb;
const u16* src = (const u16*)Memory::GetPointer(addr);
if (!src)
return false;
for (u32 i = 0; i < sizeof (pb) / sizeof (u16); ++i)
dst[i] = Common::swap16(src[i]);
return true;
}
// Write a PB back to MRAM/ARAM
bool WritePB(u32 addr, const PB_TYPE& pb)
{
const u16* src = (const u16*)&pb;
u16* dst = (u16*)Memory::GetPointer(addr);
if (!dst)
return false;
for (u32 i = 0; i < sizeof (pb) / sizeof (u16); ++i)
dst[i] = Common::swap16(src[i]);
return true;
}
// Dump the value of a PB for debugging
#define DUMP_U16(field) WARN_LOG(DSPHLE, " %04x (%s)", pb.field, #field)
#define DUMP_U32(field) WARN_LOG(DSPHLE, " %08x (%s)", HILO_TO_32(pb.field), #field)
void DumpPB(const PB_TYPE& pb)
{
DUMP_U32(next_pb);
DUMP_U32(this_pb);
DUMP_U16(src_type);
DUMP_U16(coef_select);
#ifdef AX_GC
DUMP_U16(mixer_control);
#else
DUMP_U32(mixer_control);
#endif
DUMP_U16(running);
DUMP_U16(is_stream);
// TODO: complete as needed
}
// Simulated accelerator state.
static u32 acc_loop_addr, acc_end_addr;
static u32* acc_cur_addr;
static PB_TYPE* acc_pb;
// Sets up the simulated accelerator.
void AcceleratorSetup(PB_TYPE* pb, u32* cur_addr)
{
acc_pb = pb;
acc_loop_addr = HILO_TO_32(pb->audio_addr.loop_addr);
acc_end_addr = HILO_TO_32(pb->audio_addr.end_addr);
acc_cur_addr = cur_addr;
}
// Reads a sample from the simulated accelerator. Also handles looping and
// disabling streams that reached the end (this is done by an exception raised
// by the accelerator on real hardware).
u16 AcceleratorGetSample()
{
u16 ret;
switch (acc_pb->audio_addr.sample_format)
{
case 0x00: // ADPCM
{
// ADPCM decoding, not much to explain here.
if ((*acc_cur_addr & 15) == 0)
{
acc_pb->adpcm.pred_scale = DSP::ReadARAM((*acc_cur_addr & ~15) >> 1);
*acc_cur_addr += 2;
}
int scale = 1 << (acc_pb->adpcm.pred_scale & 0xF);
int coef_idx = (acc_pb->adpcm.pred_scale >> 4) & 0x7;
s32 coef1 = acc_pb->adpcm.coefs[coef_idx * 2 + 0];
s32 coef2 = acc_pb->adpcm.coefs[coef_idx * 2 + 1];
int temp = (*acc_cur_addr & 1) ?
(DSP::ReadARAM(*acc_cur_addr >> 1) & 0xF) :
(DSP::ReadARAM(*acc_cur_addr >> 1) >> 4);
if (temp >= 8)
temp -= 16;
int val = (scale * temp) + ((0x400 + coef1 * acc_pb->adpcm.yn1 + coef2 * acc_pb->adpcm.yn2) >> 11);
if (val > 0x7FFF) val = 0x7FFF;
else if (val < -0x7FFF) val = -0x7FFF;
acc_pb->adpcm.yn2 = acc_pb->adpcm.yn1;
acc_pb->adpcm.yn1 = val;
*acc_cur_addr += 1;
ret = val;
break;
}
case 0x0A: // 16-bit PCM audio
ret = (DSP::ReadARAM(*acc_cur_addr * 2) << 8) | DSP::ReadARAM(*acc_cur_addr * 2 + 1);
acc_pb->adpcm.yn2 = acc_pb->adpcm.yn1;
acc_pb->adpcm.yn1 = ret;
*acc_cur_addr += 1;
break;
case 0x19: // 8-bit PCM audio
ret = DSP::ReadARAM(*acc_cur_addr) << 8;
acc_pb->adpcm.yn2 = acc_pb->adpcm.yn1;
acc_pb->adpcm.yn1 = ret;
*acc_cur_addr += 1;
break;
default:
ERROR_LOG(DSPHLE, "Unknown sample format: %d", acc_pb->audio_addr.sample_format);
return 0;
}
// Have we reached the end address?
//
// On real hardware, this would raise an interrupt that is handled by the
// UCode. We simulate what this interrupt does here.
if (*acc_cur_addr >= acc_end_addr)
{
// If we are really at the end (and we don't simply have cur_addr >
// end_addr all the time), loop back to loop_addr.
if ((*acc_cur_addr & ~0x1F) == (acc_end_addr & ~0x1F))
*acc_cur_addr = acc_loop_addr;
if (acc_pb->audio_addr.looping)
{
// Set the ADPCM infos to continue processing at loop_addr.
//
// For some reason, yn1 and yn2 aren't set if the voice is not of
// stream type. This is what the AX UCode does and I don't really
// know why.
acc_pb->adpcm.pred_scale = acc_pb->adpcm_loop_info.pred_scale;
if (!acc_pb->is_stream)
{
acc_pb->adpcm.yn1 = acc_pb->adpcm_loop_info.yn1;
acc_pb->adpcm.yn2 = acc_pb->adpcm_loop_info.yn2;
}
}
else
{
// Non looping voice reached the end -> running = 0.
acc_pb->running = 0;
}
}
return ret;
}
// Read 32 input samples from ARAM, decoding and converting rate if required.
void GetInputSamples(PB_TYPE& pb, s16* samples)
{
u32 cur_addr = HILO_TO_32(pb.audio_addr.cur_addr);
AcceleratorSetup(&pb, &cur_addr);
// TODO: support polyphase interpolation if coefficients are available.
if (pb.src_type == SRCTYPE_POLYPHASE || pb.src_type == SRCTYPE_LINEAR)
{
// Convert the input to a higher or lower sample rate using a linear
// interpolation algorithm. The input to output ratio is set in
// pb.src.ratio, which is a floating point num stored as a 32b integer:
// * Upper 16 bits of the ratio are the integer part
// * Lower 16 bits are the decimal part
u32 ratio = HILO_TO_32(pb.src.ratio);
// We start getting samples not from sample 0, but 0.<cur_addr_frac>.
// This avoids discontinuties in the audio stream, especially with very
// low ratios which interpolate a lot of values between two "real"
// samples.
u32 curr_pos = pb.src.cur_addr_frac;
// These are the two samples between which we interpolate. The initial
// values are stored in the PB, and we update them when resampling the
// input data.
s16 curr0 = pb.src.last_samples[2];
s16 curr1 = pb.src.last_samples[3];
for (u32 i = 0; i < 32; ++i)
{
// Get our current fractional position, used to know how much of
// curr0 and how much of curr1 the output sample should be.
s32 curr_frac_pos = curr_pos & 0xFFFF;
// Linear interpolation: s1 + (s2 - s1) * pos
s16 sample = curr0 + (s16)(((curr1 - curr0) * (s32)curr_frac_pos) >> 16);
samples[i] = sample;
curr_pos += ratio;
// While our current position is >= 1.0, shift to the next 2
// samples for interpolation.
while ((curr_pos >> 16) != 0)
{
curr0 = curr1;
curr1 = AcceleratorGetSample();
curr_pos -= 0x10000;
}
}
// Update the two last_samples values in the PB as well as the current
// position.
pb.src.last_samples[2] = curr0;
pb.src.last_samples[3] = curr1;
pb.src.cur_addr_frac = curr_pos & 0xFFFF;
}
else // SRCTYPE_NEAREST
{
// No sample rate conversion here: simply read 32 samples from the
// accelerator to the output buffer.
for (u32 i = 0; i < 32; ++i)
samples[i] = AcceleratorGetSample();
memcpy(pb.src.last_samples, samples + 28, 4 * sizeof (u16));
}
// Update current position in the PB.
pb.audio_addr.cur_addr_hi = (u16)(cur_addr >> 16);
pb.audio_addr.cur_addr_lo = (u16)(cur_addr & 0xFFFF);
}
// Add samples to an output buffer, with optional volume ramping.
void MixAdd(int* out, const s16* input, u16* pvol, s16* dpop, bool ramp)
{
u16& volume = pvol[0];
u16 volume_delta = pvol[1];
// If volume ramping is disabled, set volume_delta to 0. That way, the
// mixing loop can avoid testing if volume ramping is enabled at each step,
// and just add volume_delta.
if (!ramp)
volume_delta = 0;
for (u32 i = 0; i < 32; ++i)
{
s64 sample = input[i];
sample *= volume;
sample >>= 15;
out[i] += (s16)sample;
volume += volume_delta;
*dpop = (s16)sample;
}
}
// Process 1ms of audio (32 samples) from a PB and mix it to the buffers.
void Process1ms(PB_TYPE& pb, const AXBuffers& buffers, AXMixControl mctrl)
{
// If the voice is not running, nothing to do.
if (!pb.running)
return;
// Read input samples, performing sample rate conversion if needed.
s16 samples[32];
GetInputSamples(pb, samples);
// Apply a global volume ramp using the volume envelope parameters.
for (u32 i = 0; i < 32; ++i)
{
s64 sample = 2 * (s16)samples[i] * (s16)pb.vol_env.cur_volume;
samples[i] = (s16)(sample >> 16);
pb.vol_env.cur_volume += pb.vol_env.cur_volume_delta;
}
// Optionally, execute a low pass filter
if (pb.lpf.enabled)
{
// TODO
}
// Mix LRS, AUXA and AUXB depending on mixer_control
// TODO: Handle DPL2 on AUXB.
if (mctrl & MIX_L)
MixAdd(buffers.left, samples, &pb.mixer.left, &pb.dpop.left, mctrl & MIX_L_RAMP);
if (mctrl & MIX_R)
MixAdd(buffers.right, samples, &pb.mixer.right, &pb.dpop.right, mctrl & MIX_R_RAMP);
if (mctrl & MIX_S)
MixAdd(buffers.surround, samples, &pb.mixer.surround, &pb.dpop.surround, mctrl & MIX_S_RAMP);
if (mctrl & MIX_AUXA_L)
MixAdd(buffers.auxA_left, samples, &pb.mixer.auxA_left, &pb.dpop.auxA_left, mctrl & MIX_AUXA_L_RAMP);
if (mctrl & MIX_AUXA_R)
MixAdd(buffers.auxA_right, samples, &pb.mixer.auxA_right, &pb.dpop.auxA_right, mctrl & MIX_AUXA_R_RAMP);
if (mctrl & MIX_AUXA_S)
MixAdd(buffers.auxA_surround, samples, &pb.mixer.auxA_surround, &pb.dpop.auxA_surround, mctrl & MIX_AUXA_S_RAMP);
if (mctrl & MIX_AUXB_L)
MixAdd(buffers.auxB_left, samples, &pb.mixer.auxB_left, &pb.dpop.auxB_left, mctrl & MIX_AUXB_L_RAMP);
if (mctrl & MIX_AUXB_R)
MixAdd(buffers.auxB_right, samples, &pb.mixer.auxB_right, &pb.dpop.auxB_right, mctrl & MIX_AUXB_R_RAMP);
if (mctrl & MIX_AUXB_S)
MixAdd(buffers.auxB_surround, samples, &pb.mixer.auxB_surround, &pb.dpop.auxB_surround, mctrl & MIX_AUXB_S_RAMP);
#ifdef AX_WII
if (mctrl & MIX_AUXC_L)
MixAdd(buffers.auxC_left, samples, &pb.mixer.auxC_left, &pb.dpop.auxC_left, mctrl & MIX_AUXC_L_RAMP);
if (mctrl & MIX_AUXC_R)
MixAdd(buffers.auxC_right, samples, &pb.mixer.auxC_right, &pb.dpop.auxC_right, mctrl & MIX_AUXC_R_RAMP);
if (mctrl & MIX_AUXC_S)
MixAdd(buffers.auxC_surround, samples, &pb.mixer.auxC_surround, &pb.dpop.auxC_surround, mctrl & MIX_AUXC_S_RAMP);
#endif
// Optionally, phase shift left or right channel to simulate 3D sound.
if (pb.initial_time_delay.on)
{
// TODO
}
}
} // namespace
#endif // !_UCODE_AX_VOICE_H

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@ -0,0 +1,383 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "StringUtil.h"
#include "../MailHandler.h"
#include "Mixer.h"
#include "UCodes.h"
#include "UCode_AX_Structs.h"
#include "UCode_NewAXWii.h"
#define AX_WII
#include "UCode_AX_Voice.h"
CUCode_NewAXWii::CUCode_NewAXWii(DSPHLE *dsp_hle, u32 l_CRC)
: CUCode_AX(dsp_hle, l_CRC)
{
WARN_LOG(DSPHLE, "Instantiating CUCode_NewAXWii");
}
CUCode_NewAXWii::~CUCode_NewAXWii()
{
}
void CUCode_NewAXWii::HandleCommandList()
{
// Temp variables for addresses computation
u16 addr_hi, addr_lo;
u16 addr2_hi, addr2_lo;
u16 volume;
// WARN_LOG(DSPHLE, "Command list:");
// for (u32 i = 0; m_cmdlist[i] != CMD_END; ++i)
// WARN_LOG(DSPHLE, "%04x", m_cmdlist[i]);
// WARN_LOG(DSPHLE, "-------------");
u32 curr_idx = 0;
bool end = false;
while (!end)
{
u16 cmd = m_cmdlist[curr_idx++];
switch (cmd)
{
// Some of these commands are unknown, or unused in this AX HLE.
// We still need to skip their arguments using "curr_idx += N".
case CMD_SETUP:
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
SetupProcessing(HILO_TO_32(addr));
break;
case CMD_UNK_01: curr_idx += 2; break;
case CMD_UNK_02: curr_idx += 2; break;
case CMD_UNK_03: curr_idx += 2; break;
case CMD_PROCESS:
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
ProcessPBList(HILO_TO_32(addr));
break;
case CMD_MIX_AUXA:
case CMD_MIX_AUXB:
case CMD_MIX_AUXC:
volume = m_cmdlist[curr_idx++];
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
addr2_hi = m_cmdlist[curr_idx++];
addr2_lo = m_cmdlist[curr_idx++];
MixAUXSamples(cmd - CMD_MIX_AUXA, HILO_TO_32(addr), HILO_TO_32(addr2), volume);
break;
// These two go together and manipulate some AUX buffers.
case CMD_UNK_08: curr_idx += 13; break;
case CMD_UNK_09: curr_idx += 13; break;
case CMD_UNK_0A: curr_idx += 4; break;
case CMD_OUTPUT:
volume = m_cmdlist[curr_idx++];
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
addr2_hi = m_cmdlist[curr_idx++];
addr2_lo = m_cmdlist[curr_idx++];
OutputSamples(HILO_TO_32(addr2), HILO_TO_32(addr), volume);
break;
case CMD_UNK_0C: curr_idx += 5; break;
case CMD_WM_OUTPUT:
{
u32 addresses[4] = {
(u32)(m_cmdlist[curr_idx + 0] << 16) | m_cmdlist[curr_idx + 1],
(u32)(m_cmdlist[curr_idx + 2] << 16) | m_cmdlist[curr_idx + 3],
(u32)(m_cmdlist[curr_idx + 4] << 16) | m_cmdlist[curr_idx + 5],
(u32)(m_cmdlist[curr_idx + 6] << 16) | m_cmdlist[curr_idx + 7],
};
curr_idx += 8;
OutputWMSamples(addresses);
break;
}
case CMD_END:
end = true;
break;
}
}
}
void CUCode_NewAXWii::SetupProcessing(u32 init_addr)
{
// TODO: should be easily factorizable with AX
s16 init_data[60];
for (u32 i = 0; i < 60; ++i)
init_data[i] = HLEMemory_Read_U16(init_addr + 2 * i);
// List of all buffers we have to initialize
struct {
int* ptr;
u32 samples;
} buffers[] = {
{ m_samples_left, 32 },
{ m_samples_right, 32 },
{ m_samples_surround, 32 },
{ m_samples_auxA_left, 32 },
{ m_samples_auxA_right, 32 },
{ m_samples_auxA_surround, 32 },
{ m_samples_auxB_left, 32 },
{ m_samples_auxB_right, 32 },
{ m_samples_auxB_surround, 32 },
{ m_samples_auxC_left, 32 },
{ m_samples_auxC_right, 32 },
{ m_samples_auxC_surround, 32 },
{ m_samples_wm0, 6 },
{ m_samples_aux0, 6 },
{ m_samples_wm1, 6 },
{ m_samples_aux1, 6 },
{ m_samples_wm2, 6 },
{ m_samples_aux2, 6 },
{ m_samples_wm3, 6 },
{ m_samples_aux3, 6 }
};
u32 init_idx = 0;
for (u32 i = 0; i < sizeof (buffers) / sizeof (buffers[0]); ++i)
{
s32 init_val = (s32)((init_data[init_idx] << 16) | init_data[init_idx + 1]);
s16 delta = (s16)init_data[init_idx + 2];
init_idx += 3;
if (!init_val)
memset(buffers[i].ptr, 0, 3 * buffers[i].samples * sizeof (int));
else
{
for (u32 j = 0; j < 3 * buffers[i].samples; ++j)
{
buffers[i].ptr[j] = init_val;
init_val += delta;
}
}
}
}
AXMixControl CUCode_NewAXWii::ConvertMixerControl(u32 mixer_control)
{
u32 ret = 0;
if (mixer_control & 0x00000001) ret |= MIX_L;
if (mixer_control & 0x00000002) ret |= MIX_R;
if (mixer_control & 0x00000004) ret |= MIX_L_RAMP | MIX_R_RAMP;
if (mixer_control & 0x00000008) ret |= MIX_S;
if (mixer_control & 0x00000010) ret |= MIX_S_RAMP;
if (mixer_control & 0x00010000) ret |= MIX_AUXA_L;
if (mixer_control & 0x00020000) ret |= MIX_AUXA_R;
if (mixer_control & 0x00040000) ret |= MIX_AUXA_L_RAMP | MIX_AUXA_R_RAMP;
if (mixer_control & 0x00080000) ret |= MIX_AUXA_S;
if (mixer_control & 0x00100000) ret |= MIX_AUXA_S_RAMP;
if (mixer_control & 0x00200000) ret |= MIX_AUXB_L;
if (mixer_control & 0x00400000) ret |= MIX_AUXB_R;
if (mixer_control & 0x00800000) ret |= MIX_AUXB_L_RAMP | MIX_AUXB_R_RAMP;
if (mixer_control & 0x01000000) ret |= MIX_AUXB_S;
if (mixer_control & 0x02000000) ret |= MIX_AUXB_S_RAMP;
if (mixer_control & 0x04000000) ret |= MIX_AUXC_L;
if (mixer_control & 0x08000000) ret |= MIX_AUXC_R;
if (mixer_control & 0x10000000) ret |= MIX_AUXC_L_RAMP | MIX_AUXC_R_RAMP;
if (mixer_control & 0x20000000) ret |= MIX_AUXC_S;
if (mixer_control & 0x40000000) ret |= MIX_AUXC_S_RAMP;
return (AXMixControl)ret;
}
void CUCode_NewAXWii::ProcessPBList(u32 pb_addr)
{
const u32 spms = 32;
AXPBWii pb;
while (pb_addr)
{
AXBuffers buffers = {{
m_samples_left,
m_samples_right,
m_samples_surround,
m_samples_auxA_left,
m_samples_auxA_right,
m_samples_auxA_surround,
m_samples_auxB_left,
m_samples_auxB_right,
m_samples_auxB_surround,
m_samples_auxC_left,
m_samples_auxC_right,
m_samples_auxC_surround
}};
if (!ReadPB(pb_addr, pb))
break;
for (int curr_ms = 0; curr_ms < 3; ++curr_ms)
{
Process1ms(pb, buffers, ConvertMixerControl(HILO_TO_32(pb.mixer_control)));
// Forward the buffers
for (u32 i = 0; i < sizeof (buffers.ptrs) / sizeof (buffers.ptrs[0]); ++i)
buffers.ptrs[i] += spms;
}
WritePB(pb_addr, pb);
pb_addr = HILO_TO_32(pb.next_pb);
}
}
void CUCode_NewAXWii::MixAUXSamples(int aux_id, u32 write_addr, u32 read_addr, u16 volume)
{
int* buffers[3] = { 0 };
int* main_buffers[3] = {
m_samples_left,
m_samples_right,
m_samples_surround
};
switch (aux_id)
{
case 0:
buffers[0] = m_samples_auxA_left;
buffers[1] = m_samples_auxA_right;
buffers[2] = m_samples_auxA_surround;
break;
case 1:
buffers[0] = m_samples_auxB_left;
buffers[1] = m_samples_auxB_right;
buffers[2] = m_samples_auxB_surround;
break;
case 2:
buffers[0] = m_samples_auxC_left;
buffers[1] = m_samples_auxC_right;
buffers[2] = m_samples_auxC_surround;
break;
}
// Send the content of AUX buffers to the CPU
if (write_addr)
{
int* ptr = (int*)HLEMemory_Get_Pointer(write_addr);
for (u32 i = 0; i < 3; ++i)
for (u32 j = 0; j < 3 * 32; ++j)
*ptr++ = Common::swap32(buffers[i][j]);
}
// Then read the buffers from the CPU and add to our main buffers.
int* ptr = (int*)HLEMemory_Get_Pointer(read_addr);
for (u32 i = 0; i < 3; ++i)
for (u32 j = 0; j < 3 * 32; ++j)
{
s64 new_val = main_buffers[i][j] + Common::swap32(*ptr++);
main_buffers[i][j] = (new_val * volume) >> 15;
}
}
void CUCode_NewAXWii::OutputSamples(u32 lr_addr, u32 surround_addr, u16 volume)
{
int surround_buffer[3 * 32] = { 0 };
for (u32 i = 0; i < 3 * 32; ++i)
surround_buffer[i] = Common::swap32(m_samples_surround[i]);
memcpy(HLEMemory_Get_Pointer(surround_addr), surround_buffer, sizeof (surround_buffer));
short buffer[3 * 32 * 2];
// Clamp internal buffers to 16 bits.
for (u32 i = 0; i < 3 * 32; ++i)
{
int left = m_samples_left[i];
int right = m_samples_right[i];
// Apply global volume. Cast to s64 to avoid overflow.
left = ((s64)left * volume) >> 15;
right = ((s64)right * volume) >> 15;
if (left < -32767) left = -32767;
if (left > 32767) left = 32767;
if (right < -32767) right = -32767;
if (right > 32767) right = 32767;
m_samples_left[i] = left;
m_samples_right[i] = right;
}
for (u32 i = 0; i < 3 * 32; ++i)
{
buffer[2 * i] = Common::swap16(m_samples_left[i]);
buffer[2 * i + 1] = Common::swap16(m_samples_right[i]);
}
memcpy(HLEMemory_Get_Pointer(lr_addr), buffer, sizeof (buffer));
}
void CUCode_NewAXWii::OutputWMSamples(u32* addresses)
{
int* buffers[] = {
m_samples_wm0,
m_samples_wm1,
m_samples_wm2,
m_samples_wm3
};
for (u32 i = 0; i < 4; ++i)
{
int* in = buffers[i];
u16* out = (u16*)HLEMemory_Get_Pointer(addresses[i]);
for (u32 j = 0; j < 3 * 6; ++j)
{
int sample = in[j];
if (sample < -32767) sample = -32767;
if (sample > 32767) sample = 32767;
out[j] = Common::swap16((u16)sample);
}
}
}
void CUCode_NewAXWii::DoState(PointerWrap &p)
{
std::lock_guard<std::mutex> lk(m_processing);
DoStateShared(p);
DoAXState(p);
p.Do(m_samples_auxC_left);
p.Do(m_samples_auxC_right);
p.Do(m_samples_auxC_surround);
p.Do(m_samples_wm0);
p.Do(m_samples_wm1);
p.Do(m_samples_wm2);
p.Do(m_samples_wm3);
p.Do(m_samples_aux0);
p.Do(m_samples_aux1);
p.Do(m_samples_aux2);
p.Do(m_samples_aux3);
}

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@ -0,0 +1,80 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_NEWAXWII_H
#define _UCODE_NEWAXWII_H
#include "UCode_AX.h"
class CUCode_NewAXWii : public CUCode_AX
{
public:
CUCode_NewAXWii(DSPHLE *dsp_hle, u32 _CRC);
virtual ~CUCode_NewAXWii();
virtual void DoState(PointerWrap &p);
protected:
int m_samples_auxC_left[32 * 3];
int m_samples_auxC_right[32 * 3];
int m_samples_auxC_surround[32 * 3];
// Wiimote buffers
int m_samples_wm0[6 * 3];
int m_samples_aux0[6 * 3];
int m_samples_wm1[6 * 3];
int m_samples_aux1[6 * 3];
int m_samples_wm2[6 * 3];
int m_samples_aux2[6 * 3];
int m_samples_wm3[6 * 3];
int m_samples_aux3[6 * 3];
// Convert a mixer_control bitfield to our internal representation for that
// value. Required because that bitfield has a different meaning in some
// versions of AX.
AXMixControl ConvertMixerControl(u32 mixer_control);
virtual void HandleCommandList();
void SetupProcessing(u32 init_addr);
void ProcessPBList(u32 pb_addr);
void MixAUXSamples(int aux_id, u32 write_addr, u32 read_addr, u16 volume);
void OutputSamples(u32 lr_addr, u32 surround_addr, u16 volume);
void OutputWMSamples(u32* addresses); // 4 addresses
private:
enum CmdType
{
CMD_SETUP = 0x00,
CMD_UNK_01 = 0x01,
CMD_UNK_02 = 0x02,
CMD_UNK_03 = 0x03,
CMD_PROCESS = 0x04,
CMD_MIX_AUXA = 0x05,
CMD_MIX_AUXB = 0x06,
CMD_MIX_AUXC = 0x07,
CMD_UNK_08 = 0x08,
CMD_UNK_09 = 0x09,
CMD_UNK_0A = 0x0A,
CMD_OUTPUT = 0x0B,
CMD_UNK_0C = 0x0C,
CMD_WM_OUTPUT = 0x0D,
CMD_END = 0x0E
};
};
#endif // _UCODE_AXWII

View File

@ -19,6 +19,7 @@
#include "UCode_AX.h"
#include "UCode_AXWii.h"
#include "UCode_NewAXWii.h"
#include "UCode_Zelda.h"
#include "UCode_ROM.h"
#include "UCode_CARD.h"
@ -26,6 +27,12 @@
#include "UCode_GBA.h"
#include "Hash.h"
#if 0
# define AXWII CUCode_NewAXWii
#else
# define AXWII CUCode_AXWii
#endif
IUCode* UCodeFactory(u32 _CRC, DSPHLE *dsp_hle, bool bWii)
{
switch (_CRC)
@ -90,13 +97,13 @@ IUCode* UCodeFactory(u32 _CRC, DSPHLE *dsp_hle, bool bWii)
case 0x4cc52064: // Bleach: Versus Crusade
case 0xd9c4bf34: // WiiMenu
INFO_LOG(DSPHLE, "CRC %08x: Wii - AXWii chosen", _CRC);
return new CUCode_AXWii(dsp_hle, _CRC);
return new AXWII(dsp_hle, _CRC);
default:
if (bWii)
{
PanicAlert("DSPHLE: Unknown ucode (CRC = %08x) - forcing AXWii.\n\nTry LLE emulator if this is homebrew.", _CRC);
return new CUCode_AXWii(dsp_hle, _CRC);
return new AXWII(dsp_hle, _CRC);
}
else
{