mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: Apply Neill's recommended 2/3 multiplier to the input. The results still are not like on the PS2, but we're now as good as Neill's research allows. We'll have to do our own from here on.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4778 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -56,11 +56,20 @@ void V_Core::Reverb_AdvanceBuffer()
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StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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{
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{
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#if 0
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static const s32 downcoeffs[8] =
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static const s32 downcoeffs[8] =
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{
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{
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1283, 5344, 10895, 15243,
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1283, 5344, 10895, 15243,
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15243, 10895, 5344, 1283
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15243, 10895, 5344, 1283
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};
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};
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#else
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// 2/3 of the above
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static const s32 downcoeffs[8] =
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{
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855, 3562, 7263, 10163,
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10163, 7263, 3562, 855
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};
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#endif
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downbuf[dbpos] = Input;
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downbuf[dbpos] = Input;
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dbpos = (dbpos+1) & 7;
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dbpos = (dbpos+1) & 7;
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@ -172,11 +181,8 @@ StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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INPUT_SAMPLE.Right += (downbuf[(dbpos+x)&7].Right * downcoeffs[x]);
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INPUT_SAMPLE.Right += (downbuf[(dbpos+x)&7].Right * downcoeffs[x]);
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}
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}
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// short term quality hack
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INPUT_SAMPLE.Left >>= 16;
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INPUT_SAMPLE.Left >>= 17;
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INPUT_SAMPLE.Right >>= 16;
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INPUT_SAMPLE.Right >>= 17;
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//INPUT_SAMPLE.Left >>= 16;
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//INPUT_SAMPLE.Right >>= 16;
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s32 input_L = INPUT_SAMPLE.Left * Revb.IN_COEF_L;
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s32 input_L = INPUT_SAMPLE.Left * Revb.IN_COEF_L;
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s32 input_R = INPUT_SAMPLE.Right * Revb.IN_COEF_R;
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s32 input_R = INPUT_SAMPLE.Right * Revb.IN_COEF_R;
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