Sound channel volume - added volume control when sound is on low quality
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@ -656,6 +656,10 @@ static void RDoSQLQ(void)
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else
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amp[x]=EnvUnits[x].decvolume;
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//Modify Square wave volume based on channel volume modifiers
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//adelikat: Note: the formulat x = x * y /100 does not yield exact results, but is "close enough" and avoids the need for using double vales or implicit cohersion which are slower (we need speed here)
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if (FSettings.Square1Volume != 100) amp[x] = (amp[x] * FSettings.Square1Volume) / 100; //&& FSettings.Sqauare2 added to save processing power if volume is at default
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if(!inie[x]) amp[x]=0; /* Correct? Buzzing in MM2, others otherwise... */
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rthresh[x]=RectDuties[(PSG[x*4]&0xC0)>>6];
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@ -789,6 +793,11 @@ static void RDoTriangleNoisePCMLQ(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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//Modify Square wave volume based on channel volume modifiers
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//adelikat: Note: the formulat x = x * y /100 does not yield exact results, but is "close enough" and avoids the need for using double vales or implicit cohersion which are slower (we need speed here)
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if (FSettings.TriangleVolume != 100) amptab[0] = (amptab[0] * FSettings.TriangleVolume) / 100; //&& FSettings.Sqauare2 added to save processing power if volume is at default
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amptab[1]=0;
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amptab[0]<<=1;
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