DSPHLE: Attempt at type 0x21 emulation. Enough for zelda ww intro music to play in a strange choppy way, not enough for it to stop hanging :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3767 8ced0084-cf51-0410-be5f-012b33b47a6e
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a71b0d455f
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@ -102,6 +102,14 @@ CUCode_Zelda::~CUCode_Zelda()
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delete [] m_RightBuffer;
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}
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u8 *CUCode_Zelda::GetARAMPointer(u32 address)
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{
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if (m_CRC == 0xD643001F) // SMG
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return (u8 *)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr)) + address;
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else
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return (u8 *)(g_dspInitialize.pGetARAMPointer()) + address;
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}
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bool CUCode_Zelda::LuigiStyle() const
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{
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switch (m_CRC)
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@ -70,9 +70,9 @@ union ZeldaVoicePB
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u16 Unk2F; // 0x2F | unknown
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u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
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u16 Unk31; // 0x31 | unknown / unused
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u16 CurBlock; // 0x32 | current block?
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u16 CurBlock; // 0x32 | current block? used by zelda's AFC decoder. we don't need it.
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u16 FixedSample; // 0x33 | sample value for "blank" voices
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u32 RestartPos; // 0x34 | restart pos
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u32 RestartPos; // 0x34 | restart pos / "loop start offset"
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u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
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u32 CurAddr; // 0x38 | current address
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u32 RemLength; // 0x3A | remaining length
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@ -96,8 +96,8 @@ union ZeldaVoicePB
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// Read-only part
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u16 Format; // 0x80 | audio format
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u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
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u16 Unk82; // 0x82 | unknown
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u16 Unk83; // 0x83 | unknown
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u16 LoopYN1; // 0x82 | YN1 reload (when AFC loops)
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u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops)
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u16 Unk84; // 0x84 | IIR Filter # coefs?
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u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3)
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u16 Unk86; // 0x86 | unknown
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@ -112,7 +112,7 @@ union ZeldaVoicePB
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u16 Padding3[0x7]; // 0xa9 | padding
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u16 Padding4[0x10]; // 0xb0 | padding
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};
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u16 raw[0xc0];
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u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
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};
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namespace {
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@ -227,6 +227,8 @@ private:
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void ExecuteList();
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u8 *GetARAMPointer(u32 address);
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// AFC decoder
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static void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type);
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@ -237,9 +239,10 @@ private:
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void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_AFC(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);
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@ -98,9 +98,8 @@ void CUCode_Zelda::RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size
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s32 ratio = PB.RatioInt * 2;
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s64 pos = PB.CurSampleFrac;
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for(int i = 0; i < 0x50; i++) {
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for (int i = 0; i < 0x50; i++) {
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pos += ratio;
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_Buffer[i] = pos & 0xFFFF;
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}
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@ -104,54 +104,53 @@ void CUCode_Zelda::Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool
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PB.CurSampleFrac = position & 0xFFFF;
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}
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void UpdateSampleCounters10(ZeldaVoicePB &PB)
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{
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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PB.ReachedEnd = 0;
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}
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void CUCode_Zelda::RenderVoice_PCM16(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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{
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int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
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if (PB.KeyOff != 0)
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return;
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if (PB.NeedsReset)
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{
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// 0a7f_UpdateSampleCounters10
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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PB.ReachedEnd = 0;
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UpdateSampleCounters10(PB);
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for (int i = 0; i < 4; i++)
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PB.ResamplerOldData[i] = 0;
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PB.ResamplerOldData[i] = 0; // Doesn't belong here, but dunno where to do it.
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}
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int inpos = 0;
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int outpos = 0; // Must be before _lRestart
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_lRestart:
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if (PB.ReachedEnd)
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{
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_lRestart: // retry_0a30
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PB.ReachedEnd = 0;
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if (PB.RepeatMode == 0)
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{
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while (outpos < _RealSize) // 0a37
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_Buffer[outpos++] = 0;
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PB.KeyOff = 1;
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// I can't find the following two lines in the ucode:
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PB.RemLength = 0;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1) + PB.Length;
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while (outpos < _RealSize)
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_Buffer[outpos++] = 0;
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return;
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}
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else
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{
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PB.RestartPos = PB.LoopStartPos;
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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UpdateSampleCounters10(PB);
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inpos = 0;
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}
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}
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s16 *source;
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if (m_CRC == 0xD643001F) // SMG
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source = (s16*)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr) + PB.CurAddr);
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else
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source = (s16*)(g_dspInitialize.pGetARAMPointer() + PB.CurAddr);
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const s16 *source = (const s16*)GetARAMPointer(PB.CurAddr);
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for (; outpos < _RealSize;)
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{
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@ -237,10 +236,12 @@ restart:
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else
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{
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// This needs adjustment. It's not right for AFC, was just copied from PCM16.
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// We should also probably reinitialize YN1 and YN2 with something - but with what?
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PB.RestartPos = PB.LoopStartPos;
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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PB.YN1 = PB.LoopYN1;
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PB.YN2 = PB.LoopYN2;
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}
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}
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@ -295,106 +296,103 @@ restart:
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// end of block (Zelda 03b2)
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}
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void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer);
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// Researching what's actually inside the mysterious 0x21 case
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// 0x21 seems to really just be reading raw 16-bit audio from RAM (not ARAM).
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void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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// The rules seem to be quite different, though.
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// It's used for streaming, not for one-shot or looped sample playback.
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void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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{
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float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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u32 _ratio = (PB.RatioInt << 16);
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s64 ratio = (_ratio * ratioFactor) * 16;
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// Decoder0x21 starts here.
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int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
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s64 samples_to_read;
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// TODO: De-Ugly
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if (PB.Format == 0x21) // Resampled
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samples_to_read = (((PB.CurSampleFrac + (PB.RatioInt * 0x50)) << 4) & 0xFFFF0000) >> 8;
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else if (PB.Format == 0x20) // Unsampled
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samples_to_read = 0x50;
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// End of sound
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if (((PB.raw[0x3a] << 16) | PB.raw[0x3b]) <= samples_to_read)
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// Decoder0x21Core starts here.
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u32 AX0 = _RealSize;
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if (PB.RemLength < _RealSize)
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{
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PB.KeyOff = 1;
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WARN_LOG(VIDEO, "Raw: END");
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// Let's ignore this entire case since it doesn't seem to happen
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// in Zelda, since Length is set to 0xF0000000
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// blah
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// blah
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// readaudio
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// blah
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PB.RemLength = 0;
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PB.KeyOff = 1;
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}
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PB.RemLength -= _RealSize;
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u64 ACC0 = (u32)(PB.raw[0x8a ^ 1] << 16); // 0x8a 0ad5, yes it loads a, not b
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u64 ACC1 = (u32)(PB.raw[0x34 ^ 1] << 16); // 0x34
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// ERROR_LOG(DSPHLE, "%08x %08x", (u32)ACC0, (u32)ACC1);
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ACC0 -= ACC1;
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PB.Unk36[0] = ACC0 >> 16;
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// This subtract does really not make much sense at all.
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ACC0 -= AX0 << 16;
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if ((s64)ACC0 < 0)
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{
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// There's something wrong with this looping code.
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// ERROR_LOG(DSPHLE, "Raw loop: ReadAudio size = %04x 34:%04x %08x", PB.Unk36[0], PB.raw[0x34 ^ 1], (int)ACC0);
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Decoder21_ReadAudio(PB, PB.Unk36[0], _Buffer);
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u32 ACC0 = _Size << 16;
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ACC0 -= PB.Unk36[0] << 16;
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PB.raw[0x34 ^ 1] = 0;
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PB.StartAddr = PB.LoopStartPos;
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Decoder21_ReadAudio(PB, ACC0 >> 16, _Buffer);
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return;
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}
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if (PB.NeedsReset != 0)
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{
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PB.CurBlock = 0x00;
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// Length in samples.
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PB.RemLength = PB.Length;
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// Copy ARAM addr from r to rw area.
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PB.CurAddr = PB.StartAddr;
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PB.ReachedEnd = 0;
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PB.CurSampleFrac = 0;
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}
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if (PB.KeyOff != 0)
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return;
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u8 *source = g_dspInitialize.pGetMemoryPointer(0x80000000);
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u32 ram_mask = 0x1ffffff;
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restart:
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if (PB.ReachedEnd)
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{
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PB.ReachedEnd = 0;
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// HACK: Looping doesn't work.
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if (PB.RepeatMode == 0)
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{
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PB.KeyOff = 1;
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PB.RemLength = 0;
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PB.CurAddr = PB.StartAddr + PB.RestartPos + PB.Length;
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return;
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}
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else
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{
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// This needs adjustment. It was just copied from PCM16.
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PB.RestartPos = PB.LoopStartPos;
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PB.RemLength = PB.Length - PB.RestartPos;
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PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
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}
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}
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u32 prev_addr = PB.CurAddr;
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const u16 *src = (u16 *)(source + (PB.CurAddr & ram_mask));
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s64 TrueSamplePosition = PB.CurSampleFrac; //(s64)(PB.Length - PB.RemLength) << 16;
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//TrueSamplePosition += PB.CurSampleFrac;
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s64 delta = ratio >> 16; // 0x100000000ULL;
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int sampleCount = 0, realSample = 0;
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while (sampleCount < _Size)
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{
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_Buffer[sampleCount] = realSample >> 3;
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sampleCount++;
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int SamplePosition = TrueSamplePosition >> 16;
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TrueSamplePosition += delta;
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int TargetPosition = TrueSamplePosition >> 16;
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// Decode forwards...
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while (SamplePosition < TargetPosition)
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{
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SamplePosition++;
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realSample = Common::swap16(*src++);
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PB.CurAddr += 2;
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PB.RemLength--;
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if (PB.RemLength == 0)
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{
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PB.ReachedEnd = 1;
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goto restart;
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}
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}
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}
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PB.NeedsReset = 0;
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PB.CurSampleFrac = TrueSamplePosition & 0xFFFF;
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Decoder21_ReadAudio(PB, _RealSize, _Buffer);
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}
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void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer)
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{
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// 0af6
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if (!size)
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return;
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#if 0
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// 0afa
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u32 AX1 = (PB.RestartPos >> 16) & 1; // PB.raw[0x34], except that it's part of a dword
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// 0b00 - Eh, WTF.
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u32 ACC0 = PB.StartAddr + ((PB.RestartPos >> 16) << 1) - 2*AX1;
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u32 ACC1 = (size << 16) + 0x20000;
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// All this trickery, and more, seems to be to align the DMA, which
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// we really don't care about. So let's skip it. See the #else.
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#else
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// ERROR_LOG(DSPHLE, "ReadAudio: %08x %08x", PB.StartAddr, PB.raw[0x34 ^ 1]);
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u32 ACC0 = PB.StartAddr + (PB.raw[0x34 ^ 1] << 1);
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u32 ACC1 = (size << 16);
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#endif
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// ACC0 is the address
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// ACC1 is the read size
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const u32 ram_mask = 0x1FFFFFF;
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const u8 *source = g_dspInitialize.pGetMemoryPointer(0x80000000);
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const u16 *src = (u16 *)(source + (ACC0 & ram_mask));
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for (int i = 0; i < (ACC1 >> 16); i++) {
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_Buffer[i] = Common::swap16(src[i]);
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}
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PB.raw[0x34 ^ 1] += size;
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}
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void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
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{
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if (PB.IsBlank)
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@ -428,7 +426,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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break;
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case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD.
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case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW.
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WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
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memset(m_ResampleBuffer + 4, 0, _Size * sizeof(s32));
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
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// to the output buffer. However, (if we ever see this sound type), we'll
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// have to resample anyway since we're running at a different sample rate.
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#if 0 // To hear something weird in ZWW, turn this on.
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// Caution: Use at your own risk. Sounds awful :)
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RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
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#else
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// This is what 0x20 and 0x21 do on end of voice
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PB.RemLength = 0;
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PB.KeyOff = 1;
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#endif
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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break;
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case 0x0021:
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// Raw sound from RAM. Important for Zelda WW. Really need to implement - missing it causes hangs.
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#if 0 // To hear something weird in ZWW, turn this on.
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// Caution: Use at your own risk. Sounds awful :)
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RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
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#else
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// This is what 0x20 and 0x21 do on end of voice
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PB.RemLength = 0;
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PB.KeyOff = 1;
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#endif
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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break;
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default:
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