3DS: Slightly improve sound quality

This commit is contained in:
Jeffrey Pfau 2015-10-24 18:05:39 -07:00
parent cb5bddc8de
commit 636f557558
1 changed files with 30 additions and 2 deletions

View File

@ -67,6 +67,34 @@ enum {
extern bool allocateRomBuffer(void);
static void _csndPlaySound(u32 flags, u32 sampleRate, float vol, void* left, void* right, u32 size)
{
u32 pleft = 0, pright = 0;
int loopMode = (flags >> 10) & 3;
if (!loopMode) {
flags |= SOUND_ONE_SHOT;
}
pleft = osConvertVirtToPhys((u32) left);
pright = osConvertVirtToPhys((u32) right);
u32 timer = CSND_TIMER(sampleRate);
if (timer < 0x0042) {
timer = 0x0042;
}
else if (timer > 0xFFFF) {
timer = 0xFFFF;
}
flags &= ~0xFFFF001F;
flags |= SOUND_ENABLE | (timer << 16);
u32 volumes = CSND_VOL(vol, -1.0);
CSND_SetChnRegs(flags | SOUND_CHANNEL(8), pleft, pleft, size, volumes, volumes);
volumes = CSND_VOL(vol, 1.0);
CSND_SetChnRegs(flags | SOUND_CHANNEL(9), pright, pright, size, volumes, volumes);
}
static void _postAudioBuffer(struct GBAAVStream* stream, struct GBAAudio* audio);
static void _drawStart(void) {
@ -187,8 +215,8 @@ static void _gameLoaded(struct GBAGUIRunner* runner) {
memset(audioLeft, 0, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
memset(audioRight, 0, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
audioPos = 0;
csndPlaySound(0x8, SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, -1.0, audioLeft, audioLeft, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
csndPlaySound(0x9, SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, 1.0, audioRight, audioRight, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
_csndPlaySound(SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, audioLeft, audioRight, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
csndExecCmds(false);
}
unsigned mode;
if (GBAConfigGetUIntValue(&runner->context.config, "screenMode", &mode) && mode != screenMode) {