pcsx2/plugins/spu2-x/src/Mixer.h

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/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
* Developed and maintained by the Pcsx2 Development Team.
*
* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
*
* SPU2-X is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SPU2-X 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with SPU2-X. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
struct StereoOut32
{
static StereoOut32 Empty;
s32 Left;
s32 Right;
StereoOut32() :
Left( 0 ),
Right( 0 )
{
}
StereoOut32( s32 left, s32 right ) :
Left( left ),
Right( right )
{
}
StereoOut32( const StereoOut16& src );
explicit StereoOut32( const StereoOutFloat& src );
StereoOut16 DownSample() const;
StereoOut32 operator*( const int& factor ) const
{
return StereoOut32(
Left * factor,
Right * factor
);
}
StereoOut32& operator*=( const int& factor )
{
Left *= factor;
Right *= factor;
return *this;
}
StereoOut32 operator+( const StereoOut32& right ) const
{
return StereoOut32(
Left + right.Left,
Right + right.Right
);
}
StereoOut32 operator/( int src ) const
{
return StereoOut32( Left / src, Right / src );
}
void ResampleFrom( const StereoOut32& src )
{
this->Left = src.Left << 2;
this->Right = src.Right << 2;
}
};
extern void Mix();
extern s32 clamp_mix( s32 x, u8 bitshift=0 );
extern StereoOut32 clamp_mix( const StereoOut32& sample, u8 bitshift=0 );