mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: Quality fix (?): take crest value to mean the electronics definition and clamp modulated pitch to [0,0x3fff] on the basis that the SPU2 probably is incapable of decoding two words of samples for each voice in each tick. Honestly this is still guessing, we only really know that it was wrong.
Test FFX tone when it's your turn to act, FFX underwater music?, xenosaga movie skipping sound effect, god knows what else. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4754 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -341,7 +341,7 @@ static void __forceinline UpdatePitch( uint coreidx, uint voiceidx )
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if( (vc.Modulated==0) || (voiceidx==0) )
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pitch = vc.Pitch;
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else
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pitch = (vc.Pitch*(32768 + Cores[coreidx].Voices[voiceidx-1].OutX))>>15;
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pitch = GetClamped((vc.Pitch*(32768 + Cores[coreidx].Voices[voiceidx-1].OutX))>>15, 0, 0x3fff);
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vc.SP+=pitch;
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}
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@ -584,17 +584,15 @@ static __forceinline StereoOut32 MixVoice( uint coreidx, uint voiceidx )
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// Store Value for eventual modulation later
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// Pseudonym's Crest calculation idea. Actually calculates a crest, unlike the old code which was just peak.
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u32 Amplitude = std::abs(Value);
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if(Amplitude < vc.NextCrest)
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if(vc.PV1 < vc.NextCrest)
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{
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vc.OutX = vc.NextCrest;
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vc.NextCrest = 0;
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vc.OutX = MulShr32(vc.NextCrest, vc.ADSR.Value);
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vc.NextCrest = -0x8000;
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}
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if(Amplitude > vc.PrevAmp)
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if(vc.PV1 > vc.PV2)
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{
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vc.NextCrest = Amplitude;
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vc.NextCrest = vc.PV1;
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}
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vc.PrevAmp = Amplitude;
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if( IsDevBuild )
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DebugCores[coreidx].Voices[voiceidx].displayPeak = std::max(DebugCores[coreidx].Voices[voiceidx].displayPeak,(s32)vc.OutX);
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@ -180,9 +180,8 @@ struct V_Voice
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s32 PV1;
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// Last outputted audio value, used for voice modulation.
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u32 OutX;
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u32 NextCrest; // temp value for Crest calculation
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u32 PrevAmp; // temp value for Crest calculation (abs of last value)
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s32 OutX;
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s32 NextCrest; // temp value for Crest calculation
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// SBuffer now points directly to an ADPCM cache entry.
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s16 *SBuffer;
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@ -330,8 +330,7 @@ void V_Voice::Start()
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PV1 = PV2 = 0;
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PV3 = PV4 = 0;
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PrevAmp = 0;
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NextCrest = 0;
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NextCrest = -0x8000;
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}
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else
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{
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