Checking in more sound channel volume work
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@ -890,7 +890,6 @@ LRESULT FAR PASCAL AppWndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
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POINT pt;
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RECT file_rect;
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RECT help_rect;
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RECT clientrect;
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int x = 0;
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switch(msg)
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@ -56,7 +56,7 @@ void SexyFilter(int32 *in, int32 *out, int32 count)
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mul2=(24<<16)/FSettings.SndRate;
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vmul=(FSettings.SoundVolume<<16)*3/4/100;
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FCEU_DispMessage("SoundVolume %d, vmul %d",FSettings.SoundVolume,vmul);
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//FCEU_DispMessage("SoundVolume %d, vmul %d",FSettings.SoundVolume,vmul);
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if(FSettings.soundq) vmul/=4;
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else vmul*=2; /* TODO: Increase volume in low quality sound rendering code itself */
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@ -573,11 +573,11 @@ static INLINE void RDoSQ(int x) //Int x decides if this is Square Wave 1 or 2
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amp=EnvUnits[x].Speed;
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else
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amp=EnvUnits[x].decvolume; //Set the volume of the Square Wave
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//int32 zzz = amp;
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//if (x==0) amp<<=128; //Alter sqaurewave volumes here
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//else amp>>=8;
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// FCEU_DispMessage("Before = %d After = %d",zzz,amp); //Debug
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// printf("%d\n",amp);
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//Modify Square wave volume based on channel volume modifiers
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if (x && FSettings.Square2Volume != 150) amp = amp << (FSettings.Square2Volume / 5); //&& FSettings.Sqauare2 added to save processing power if volume is at default
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else if (FSettings.Square1Volume != 150) amp = amp << (FSettings.Square1Volume / 5);
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amp<<=24;
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rthresh=RectDuties[(PSG[(x<<2)]&0xC0)>>6];
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@ -717,7 +717,7 @@ static void RDoTriangle(void)
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{
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uint32 V; //mbg merge 7/17/06 made uitn32
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int32 tcout;
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if (FSettings.TriangleVolume < 150) return; //On/Off for now
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tcout=(tristep&0xF);
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if(!(tristep&0x10)) tcout^=0xF;
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tcout=(tcout*3) << 16; //(tcout<<1);
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@ -891,7 +891,9 @@ static void RDoNoise(void)
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amptab[0]=EnvUnits[2].Speed;
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else
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amptab[0]=EnvUnits[2].decvolume;
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//Modfiy Noise channel volume based on channel volume setting
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if (FSettings.NoiseVolume != 150) amptab[0] = amptab[0] << ((150 - FSettings.NoiseVolume) / 5); //if() to reduce save processing power if volume modifier is the default setting
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amptab[0]<<=16;
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amptab[1]=0;
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