DSPHLE/ZeldaUcode/AFC5 improvement (can be heard when you jump on/talk to ppl in Super Mario Sunshine)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4429 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -44,7 +44,7 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *src, signed shor
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{
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// In Pikmin, Dolphin's engine sound is using AFC type 5, even though such a sound is hard
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// In Pikmin, Dolphin's engine sound is using AFC type 5, even though such a sound is hard
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// to compare, it seems like to sound exactly like a real GC
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// to compare, it seems like to sound exactly like a real GC
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// In Super Mario Sunshine, you can get such a sound by talking to anyone
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// In Super Mario Sunshine, you can get such a sound by talking to/jumping on anyone
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DEBUG_LOG(DSPHLE, "5 bytes AFC sample");
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DEBUG_LOG(DSPHLE, "5 bytes AFC sample");
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for (int i = 0; i < 16; i += 4)
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for (int i = 0; i < 16; i += 4)
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{
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@ -68,7 +68,10 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *src, signed shor
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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{
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int sample = delta * nibbles[i] + ((long)hist * coef[idx * 2]) + ((long)hist2 * coef[idx * 2 + 1]);
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int sample = delta * nibbles[i] + ((long)hist * coef[idx * 2]) + ((long)hist2 * coef[idx * 2 + 1]);
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sample >>= 11;
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if (type == 9)
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sample >>= 11;
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else
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sample >>= 13;
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if (sample > 32767)
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if (sample > 32767)
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sample = 32767;
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sample = 32767;
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if (sample < -32768)
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if (sample < -32768)
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