Core: Remove the ratio parameter in Zelda UCode's SizeForResampling func

It's only ever passed PB.RatioInt
This commit is contained in:
Lioncash 2014-07-26 17:38:02 -04:00
parent 6bd5fb3a67
commit c1673824bd
2 changed files with 8 additions and 7 deletions

View File

@ -285,7 +285,7 @@ private:
void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);
int ConvertRatio(int pb_ratio);
int SizeForResampling(ZeldaVoicePB &PB, int size, int ratio);
int SizeForResampling(ZeldaVoicePB &PB, int size);
// Renders a voice and mixes it into LeftBuffer, RightBuffer
void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);

View File

@ -50,7 +50,8 @@ int ZeldaUCode::ConvertRatio(int pb_ratio)
return pb_ratio * 16;
}
int ZeldaUCode::SizeForResampling(ZeldaVoicePB &PB, int size, int ratio) {
int ZeldaUCode::SizeForResampling(ZeldaVoicePB &PB, int size)
{
// This is the little calculation at the start of every sample decoder
// in the ucode.
return (PB.CurSampleFrac + size * ConvertRatio(PB.RatioInt)) >> 16;
@ -73,7 +74,7 @@ void ZeldaUCode::Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do
}
int ratio = ConvertRatio(PB.RatioInt);
int in_size = SizeForResampling(PB, size, ratio);
int in_size = SizeForResampling(PB, size);
int position = PB.CurSampleFrac;
for (int i = 0; i < size; i++)
@ -100,7 +101,7 @@ static void UpdateSampleCounters10(ZeldaVoicePB &PB)
void ZeldaUCode::RenderVoice_PCM16(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
{
int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
int _RealSize = SizeForResampling(PB, _Size);
u32 rem_samples = _RealSize;
if (PB.KeyOff)
goto clear_buffer;
@ -158,7 +159,7 @@ static void UpdateSampleCounters8(ZeldaVoicePB &PB)
void ZeldaUCode::RenderVoice_PCM8(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
{
int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
int _RealSize = SizeForResampling(PB, _Size);
u32 rem_samples = _RealSize;
if (PB.KeyOff)
goto clear_buffer;
@ -238,7 +239,7 @@ void ZeldaUCode::RenderVoice_AFC(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
PrintObject(PB);
#endif
int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
int _RealSize = SizeForResampling(PB, _Size);
// initialize "decoder" if the sample is played the first time
if (PB.NeedsReset != 0)
@ -382,7 +383,7 @@ void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer);
void ZeldaUCode::RenderVoice_Raw(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
{
// Decoder0x21 starts here.
u32 _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
u32 _RealSize = SizeForResampling(PB, _Size);
// Decoder0x21Core starts here.
u32 AX0 = _RealSize;