Restricts 'ssbm' loop detection to PBs with valid loop pred_scale values.
Masked coef_idx in the adpcm code so it can't fault on invalid values.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6480 8ced0084-cf51-0410-be5f-012b33b47a6e
- First change is for Mixer.cpp, I've just re-added the functionality lost in r4724, so, if you disable audio throttle, games like donkey kong jungle beat, will work properly.
- Second change points to a doubt comment on UCode_Zelda_Voice.cpp, where it did not know here PB.NeedsReset came from. Well, the answer is it came from line 03b2 of the dumped Ucode, so when PB.IsBlanck equals to zero, PB.NeedsReset is zero too.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6100 8ced0084-cf51-0410-be5f-012b33b47a6e
* Some fixes to linear interpolation
* Adds interpolation to ADPCM samples
* Relaxed a volume limit in ADPCM_Vol
Fixed:
- Frac rolls over one iteration before samplePos advances. Can introduce noise similar to flipping samples (1234 => 1214). Introduced oldFrac to fix this. This isn't as noticeable as it probably should be because of below.
- When samplePos doesn't advance it interpolates between two copies of the same sample which actually does nothing. Changed it to always use the current and next sample.
- When frac is 0 you should get 100% of yn2 instead of ~99% added a +yn2 to balance it.
Other changes:
- Added linear interpolation for ADPCM. Sounds like a good idea.
- Set ADPCM_Vol to clamp to x8000 instead of x4e20. Some games will play some sounds at x8000 volume anyways since the volume is applied before this. Lower limit can result in quiet music (x4e20) but some loud ambient sounds (0x8000).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6041 8ced0084-cf51-0410-be5f-012b33b47a6e
- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
Thanks soren for the macosx fixes, this fixes the windows build and eliminates some warning from the same.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5643 8ced0084-cf51-0410-be5f-012b33b47a6e
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
Disabled game-specific Wii/Progressive Scan checkbox, since its never used by Dolphin; it would cause side-effects to global configuration if we did write to SysConf in that place.
Fixes Issue 2518
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5283 8ced0084-cf51-0410-be5f-012b33b47a6e
Basic usage: "sudo scons install=global install"
Hopefully this doesn't break builds on Macs. I have tested this on linux and windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
. Performance boost
(Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe)
. Both 32KHz & 48KHz sound can be handled properly now
(But up-sampling is still not implemented, and I don't think any game requires it.)
. Strategy adjustment
When your PC is *NOT* capable to run the game at 100%:
>> DSound Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency)
>> OpenAL Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up)
. Changed default frame limit to: Auto
(Somehow this can dramatically decrease the chance of wiimote desync in game NSMB)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
No need to use "Sound Loop Hack", so I just removed it.
2. Fixed the WAD game loading issue. What can I say, I have to go though and patch all the WII_IPC_HLE devices to take care of this.
3. Applied tomman's Linux keyboard patch, but I can't test here, no suitable environment.
4. Disabled configuration dialogs when game is running, you have to pause game first to be able to change any configuration. (Which prevents some accidental crash to happen.)
5. Other trivial fixes, no need to mention.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4632 8ced0084-cf51-0410-be5f-012b33b47a6e
I know hack is not good but before we find a better way to detect different games, at least this option allows some games to output normal sound without breaking other games.
Besides, this commit will hopefully fix the "Unknown device: /dev/usb/hid" issue, but not sure as I have no game to test on this issue.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4623 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit fixed the Hang-up in many games, like "New Super Mario Bros. Wii", "Resident Evil: The Darkside Chronicles", "Fatal Frame 4: Tsukihami no Kamen", "Muramasa: The Demon Blade", and etc. You name it. OH YEAH!
This little issue really cost me some *serious* debugging time, phew...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4616 8ced0084-cf51-0410-be5f-012b33b47a6e