mirror of https://github.com/PCSX2/pcsx2.git
249 lines
5.7 KiB
C++
249 lines
5.7 KiB
C++
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/* ZeroSPU2
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* Copyright (C) 2006-2007 zerofrog
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include <assert.h>
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#include <stdlib.h>
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#include "zerospu2.h"
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#include "SoundTouch/SoundTouch.h"
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#include "SoundTouch/WavFile.h"
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// VOICE_PROCESSED definitions
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SPU_CONTROL_* VOICE_PROCESSED::GetCtrl()
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{
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return ((SPU_CONTROL_*)(spu2regs+memoffset+REG_C0_CTRL));
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}
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void VOICE_PROCESSED::SetVolume(int iProcessRight)
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{
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u16 vol = iProcessRight ? pvoice->right.word : pvoice->left.word;
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if (vol&0x8000) // sweep not working
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{
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short sInc=1; // -> sweep up?
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if (vol&0x2000) sInc=-1; // -> or down?
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if (vol&0x1000) vol^=0xffff; // -> mmm... phase inverted? have to investigate this
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vol=((vol&0x7f)+1)/2; // -> sweep: 0..127 -> 0..64
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vol+=vol/(2*sInc); // -> HACK: we don't sweep right now, so we just raise/lower the volume by the half!
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vol*=128;
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}
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else // no sweep:
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{
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if (vol&0x4000) vol=0x3fff-(vol&0x3fff); // -> mmm... phase inverted? have to investigate this
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}
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if ( iProcessRight )
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rightvol = vol&0x3fff;
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else
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leftvol = vol&0x3fff;
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bVolChanged = true;
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}
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void VOICE_PROCESSED::StartSound()
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{
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ADSRX.lVolume=1; // and init some adsr vars
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ADSRX.State=0;
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ADSRX.EnvelopeVol=0;
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if (bReverb && GetCtrl()->reverb)
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{
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// setup the reverb effects
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}
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pCurr=pStart; // set sample start
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s_1=0; // init mixing vars
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s_2=0;
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iSBPos=28;
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bNew=false; // init channel flags
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bStop=false;
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bOn=true;
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SB[29]=0; // init our interpolation helpers
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SB[30]=0;
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spos=0x10000L;
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SB[31]=0;
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}
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void VOICE_PROCESSED::VoiceChangeFrequency()
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{
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iUsedFreq=iActFreq; // -> take it and calc steps
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sinc=(u32)pvoice->pitch<<4;
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if (!sinc) sinc=1;
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// -> freq change in simle imterpolation mode: set flag
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SB[32]=1;
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}
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void VOICE_PROCESSED::InterpolateUp()
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{
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if (SB[32]==1) // flag == 1? calc step and set flag... and don't change the value in this pass
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{
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const int id1=SB[30]-SB[29]; // curr delta to next val
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const int id2=SB[31]-SB[30]; // and next delta to next-next val :)
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SB[32]=0;
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if (id1>0) // curr delta positive
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{
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if (id2<id1)
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{
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SB[28]=id1;
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SB[32]=2;
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}
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else if (id2<(id1<<1))
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SB[28]=(id1*sinc)/0x10000L;
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else
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SB[28]=(id1*sinc)/0x20000L;
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}
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else // curr delta negative
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{
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if (id2>id1)
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{
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SB[28]=id1;
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SB[32]=2;
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}
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else if (id2>(id1<<1))
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SB[28]=(id1*sinc)/0x10000L;
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else
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SB[28]=(id1*sinc)/0x20000L;
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}
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}
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else if (SB[32]==2) // flag 1: calc step and set flag... and don't change the value in this pass
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{
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SB[32]=0;
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SB[28]=(SB[28]*sinc)/0x20000L;
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if (sinc<=0x8000)
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SB[29]=SB[30]-(SB[28]*((0x10000/sinc)-1));
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else
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SB[29]+=SB[28];
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}
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else // no flags? add bigger val (if possible), calc smaller step, set flag1
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SB[29]+=SB[28];
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}
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//
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// even easier interpolation on downsampling, also no special filter, again just "Pete's common sense" tm
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//
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void VOICE_PROCESSED::InterpolateDown()
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{
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if (sinc>=0x20000L) // we would skip at least one val?
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{
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SB[29]+=(SB[30]-SB[29])/2; // add easy weight
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if (sinc>=0x30000L) // we would skip even more vals?
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SB[29]+=(SB[31]-SB[30])/2; // add additional next weight
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}
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}
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void VOICE_PROCESSED::FModChangeFrequency(int ns)
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{
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int NP=pvoice->pitch;
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NP=((32768L+iFMod[ns])*NP)/32768L;
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if (NP>0x3fff) NP=0x3fff;
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if (NP<0x1) NP=0x1;
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NP = (SAMPLE_RATE * NP) / (4096L); // calc frequency
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iActFreq=NP;
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iUsedFreq=NP;
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sinc=(((NP/10)<<16)/4800);
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if (!sinc)
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sinc=1;
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// freq change in simple interpolation mode
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SB[32]=1;
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iFMod[ns]=0;
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}
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// fixme - noise handler... just produces some noise data
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// surely wrong... and no noise frequency (spuCtrl&0x3f00) will be used...
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// and sometimes the noise will be used as fmod modulation... pfff
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int VOICE_PROCESSED::iGetNoiseVal()
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{
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int fa;
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if ((dwNoiseVal<<=1)&0x80000000L)
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{
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dwNoiseVal^=0x0040001L;
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fa = ((dwNoiseVal>>2)&0x7fff);
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fa = -fa;
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}
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else
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fa=(dwNoiseVal>>2)&0x7fff;
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// mmm... depending on the noise freq we allow bigger/smaller changes to the previous val
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fa=iOldNoise + ((fa - iOldNoise) / ((0x001f - (GetCtrl()->noiseFreq)) + 1));
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clamp16(fa);
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iOldNoise=fa;
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SB[29] = fa; // -> store noise val in "current sample" slot
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return fa;
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}
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void VOICE_PROCESSED::StoreInterpolationVal(int fa)
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{
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if (bFMod==2) // fmod freq channel
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SB[29]=fa;
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else
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{
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if (!GetCtrl()->spuUnmute)
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fa=0; // muted?
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else // else adjust
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{
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clamp16(fa);
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}
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SB[28] = 0;
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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'
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SB[30] = SB[31];
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SB[31] = fa;
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SB[32] = 1; // -> flag: calc new interolation
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}
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}
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int VOICE_PROCESSED::iGetInterpolationVal()
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{
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int fa;
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if (bFMod==2) return SB[29];
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if (sinc<0x10000L) // -> upsampling?
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InterpolateUp(); // --> interpolate up
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else
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InterpolateDown(); // --> else down
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fa=SB[29];
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return fa;
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}
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void VOICE_PROCESSED::Stop()
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{
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}
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