pcsx2/plugins/zerospu2/voices.cpp

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/* ZeroSPU2
* Copyright (C) 2006-2010 zerofrog
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <assert.h>
#include <stdlib.h>
#include "zerospu2.h"
#include "soundtouch/SoundTouch.h"
// VOICE_PROCESSED definitions
tSPU_ATTR* VOICE_PROCESSED::GetCtrl()
{
return &spu2attr(memchannel);
}
void VOICE_PROCESSED::SetVolume(s32 iProcessRight)
{
u16 vol = iProcessRight ? pvoice->right.word : pvoice->left.word;
if (vol&0x8000) // sweep not working
{
short sInc=1; // -> sweep up?
if (vol&0x2000) sInc=-1; // -> or down?
if (vol&0x1000) vol^=0xffff; // -> mmm... phase inverted? have to investigate this
vol=((vol&0x7f)+1)/2; // -> sweep: 0..127 -> 0..64
vol+=vol/(2*sInc); // -> HACK: we don't sweep right now, so we just raise/lower the volume by the half!
vol*=128;
}
else // no sweep:
{
if (vol&0x4000) vol=0x3fff-(vol&0x3fff); // -> mmm... phase inverted? have to investigate this
}
if ( iProcessRight )
rightvol = vol&0x3fff;
else
leftvol = vol&0x3fff;
bVolChanged = true;
}
void VOICE_PROCESSED::StartSound()
{
ADSRX.lVolume=1; // and init some adsr vars
ADSRX.State=0;
ADSRX.EnvelopeVol=0;
if (bReverb && GetCtrl()->reverb)
{
// setup the reverb effects
}
pCurr=pStart; // set sample start
s_1=0; // init mixing vars
s_2=0;
iSBPos=28;
bNew=false; // init channel flags
bStop=false;
bOn=true;
SB[29]=0; // init our interpolation helpers
SB[30]=0;
spos=0x10000L;
SB[31]=0;
}
void VOICE_PROCESSED::VoiceChangeFrequency()
{
iUsedFreq=iActFreq; // -> take it and calc steps
sinc=(u32)pvoice->pitch<<4;
if (!sinc) sinc=1;
// -> freq change in simle imterpolation mode: set flag
SB[32]=1;
}
void VOICE_PROCESSED::InterpolateUp()
{
if (SB[32]==1) // flag == 1? calc step and set flag... and don't change the value in this pass
{
const s32 id1=SB[30]-SB[29]; // curr delta to next val
const s32 id2=SB[31]-SB[30]; // and next delta to next-next val :)
SB[32]=0;
if (id1>0) // curr delta positive
{
if (id2<id1)
{
SB[28]=id1;
SB[32]=2;
}
else if (id2<(id1<<1))
SB[28]=(id1*sinc)/0x10000L;
else
SB[28]=(id1*sinc)/0x20000L;
}
else // curr delta negative
{
if (id2>id1)
{
SB[28]=id1;
SB[32]=2;
}
else if (id2>(id1<<1))
SB[28]=(id1*sinc)/0x10000L;
else
SB[28]=(id1*sinc)/0x20000L;
}
}
else if (SB[32]==2) // flag 1: calc step and set flag... and don't change the value in this pass
{
SB[32]=0;
SB[28]=(SB[28]*sinc)/0x20000L;
if (sinc<=0x8000)
SB[29]=SB[30]-(SB[28]*((0x10000/sinc)-1));
else
SB[29]+=SB[28];
}
else // no flags? add bigger val (if possible), calc smaller step, set flag1
SB[29]+=SB[28];
}
//
// even easier interpolation on downsampling, also no special filter, again just "Pete's common sense" tm
//
void VOICE_PROCESSED::InterpolateDown()
{
if (sinc>=0x20000L) // we would skip at least one val?
{
SB[29]+=(SB[30]-SB[29])/2; // add easy weight
if (sinc>=0x30000L) // we would skip even more vals?
SB[29]+=(SB[31]-SB[30])/2; // add additional next weight
}
}
void VOICE_PROCESSED::FModChangeFrequency(s32 ns)
{
s32 NP=pvoice->pitch;
NP=((32768L+iFMod[ns])*NP)/32768L;
if (NP>0x3fff) NP=0x3fff;
if (NP<0x1) NP=0x1;
NP = (SAMPLE_RATE * NP) / (4096L); // calc frequency
iActFreq=NP;
iUsedFreq=NP;
sinc=(((NP/10)<<16)/4800);
if (!sinc) sinc=1;
// freq change in simple interpolation mode
SB[32]=1;
iFMod[ns]=0;
}
static void __forceinline GetNoiseValues(s32& VD)
{
static s32 Seed = 0x41595321;
if(Seed&0x100)
VD = (s32)((Seed&0xff)<<8);
else if (!(Seed&0xffff))
VD = (s32)0x8000;
else
VD = (s32)0x7fff;
#ifdef _WIN32
__asm {
MOV eax,Seed
ROR eax,5
XOR eax,0x9a
MOV ebx,eax
ROL eax,2
ADD eax,ebx
XOR eax,ebx
ROR eax,3
MOV Seed,eax
}
#else
__asm__ (
".intel_syntax\n"
"MOV %%eax,%1\n"
"ROR %%eax,5\n"
"XOR %%eax,0x9a\n"
"MOV %%esi,%%eax\n"
"ROL %%eax,2\n"
"ADD %%eax,%%esi\n"
"XOR %%eax,%%esi\n"
"ROR %%eax,3\n"
"MOV %0,%%eax\n"
".att_syntax\n" : "=r"(Seed) :"r"(Seed)
:"%eax", "%esi"
);
#endif
}
// fixme - noise handler... just produces some noise data
// surely wrong... and no noise frequency (spuCtrl&0x3f00) will be used...
// and sometimes the noise will be used as fmod modulation... pfff
int VOICE_PROCESSED::iGetNoiseVal()
{
s32 fa;
/*if ((dwNoiseVal<<=1)&0x80000000L)
{
dwNoiseVal^=0x0040001L;
fa = ((dwNoiseVal>>2)&0x7fff);
fa = -fa;
}
else
fa=(dwNoiseVal>>2)&0x7fff;*/
GetNoiseValues(fa);
// mmm... depending on the noise freq we allow bigger/smaller changes to the previous val
fa=iOldNoise + ((fa - iOldNoise) / ((0x001f - (GetCtrl()->noiseFreq)) + 1));
clamp16(fa);
iOldNoise=fa;
SB[29] = fa; // -> store noise val in "current sample" slot
return fa;
}
void VOICE_PROCESSED::StoreInterpolationVal(s32 fa)
{
if (bFMod==2) // fmod freq channel
SB[29]=fa;
else
{
if (!GetCtrl()->spuUnmute)
fa=0; // muted?
else // else adjust
{
clamp16(fa);
}
SB[28] = 0;
SB[29] = SB[30]; // -> helpers for simple linear interpolation: delay real val for two slots, and calc the two deltas, for a 'look at the future behaviour'
SB[30] = SB[31];
SB[31] = fa;
SB[32] = 1; // -> flag: calc new interolation
}
}
s32 VOICE_PROCESSED::iGetInterpolationVal()
{
s32 fa;
if (bFMod==2) return SB[29];
if (sinc<0x10000L) // -> upsampling?
InterpolateUp(); // --> interpolate up
else
InterpolateDown(); // --> else down
fa=SB[29];
return fa;
}
s32 VOICE_PROCESSED::iGetVal()
{
if (bNoise)
return iGetNoiseVal();
else
return iGetInterpolationVal();
}
void VOICE_PROCESSED::Stop()
{
}