mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: (experimental) New reverb implementation using a more correct downsampler, as borrowed from "sexypsf."
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2081 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -603,16 +603,19 @@ StereoOut32 V_Core::Mix( const VoiceMixSet& inVoices, const StereoOut32& Input,
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WaveDump::WriteCore( Index, CoreSrc_PreReverb, TW );
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// Like all over volumes on SPU2, reverb coefficients and stuff are signed,
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// range -50% to 50%, thus *2 is typically needed. The question is: boost the
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// volume before going into the reverb unit, or after coming out?
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StereoOut32 RV( DoReverb( TW ) );
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// (to do pre-reverb boost, change TW above to TW*2 and remove the *2 below on RW.
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// This should give a sligntly deeper reverb effect, but may cause distortion on
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// some games.)
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// (fixme: this may not be true anymore with the new reverb system, needs testing)
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// Volume boost after effects application. Boosting volume prior to effects
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// causes slight overflows in some games, and the volume boost is required.
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// (like all over volumes on SPU2, reverb coefficients and stuff are signed,
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// range -50% to 50%, thus *2 is needed)
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RV.Left *= 2;
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RV.Right *= 2;
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RV *= 2;
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WaveDump::WriteCore( Index, CoreSrc_PostReverb, RV );
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// Mix Dry+Wet
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@ -40,6 +40,21 @@ struct StereoOut32
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StereoOut16 DownSample() const;
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StereoOut32 operator*( const int& factor ) const
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{
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return StereoOut32(
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Left * factor,
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Right * factor
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);
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}
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StereoOut32& operator*=( const int& factor )
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{
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Left *= factor;
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Right *= factor;
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return *this;
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}
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StereoOut32 operator+( const StereoOut32& right ) const
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{
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return StereoOut32(
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@ -21,8 +21,8 @@
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// Low pass filters: Change these to 32 for a speedup (benchmarks needed to see if
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// the speed gain is worth the quality drop)
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static LowPassFilter64 lowpass_left( 11000, SampleRate );
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static LowPassFilter64 lowpass_right( 11000, SampleRate );
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//static LowPassFilter64 lowpass_left( 11000, SampleRate );
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//static LowPassFilter64 lowpass_right( 11000, SampleRate );
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__forceinline s32 V_Core::RevbGetIndexer( s32 offset )
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{
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@ -44,14 +44,8 @@ void V_Core::Reverb_AdvanceBuffer()
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{
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if( (Cycles & 1) && (EffectsBufferSize > 0) )
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{
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//ReverbX = RevbGetIndexer( thiscore, 1 );
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ReverbX += 1;
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if( ReverbX >= (u32)EffectsBufferSize ) ReverbX = 0;
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//ReverbX += 1;
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//if(ReverbX >= (u32)EffectsBufferSize )
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// ReverbX %= (u32)EffectsBufferSize;
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}
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}
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@ -59,38 +53,37 @@ void V_Core::Reverb_AdvanceBuffer()
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StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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{
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static StereoOut32 downbuf[8];
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static StereoOut32 upbuf[8];
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static int dbpos=0, ubpos=0;
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static const s32 downcoeffs[8] =
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{
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1283, 5344, 10895, 15243,
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15243, 10895, 5344, 1283
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};
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downbuf[dbpos] = Input;
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dbpos = (dbpos+1) & 7;
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// Reverb processing occurs at 24khz, so we skip processing every other sample,
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// and use the previous calculation for this core instead.
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if( (Cycles&1)==0 )
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if( (Cycles&1) == 0 )
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{
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StereoOut32 retval( LastEffect );
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// Make sure and pass input through the LPF. The result can be discarded.
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// This gives the LPF a better sampling from which to kill offending frequencies.
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// Important: Factor silence into the upsampler here, otherwise the reverb engine
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// develops a nasty feedback loop.
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lowpass_left.sample( Input.Left / 32768.0 );
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lowpass_right.sample( Input.Right / 32768.0 );
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//LastEffect = Input;
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return retval;
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upbuf[ubpos] = StereoOut32::Empty;
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ubpos = (ubpos+1) & 7;
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}
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else
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else
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{
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if( RevBuffers.NeedsUpdated )
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UpdateEffectsBufferSize();
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if( EffectsBufferSize <= 0 )
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{
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// StartA is past EndA, so effects are disabled.
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//ConLog( " * SPU2: Effects disabled due to leapfrogged EffectsStart." );
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// Should we return zero here, or the input sample?
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// Because reverb gets an *2 mul, returning input seems dangerous, so I opt for silence.
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//return Input;
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return StereoOut32::Empty;
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}
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// Advance the current reverb buffer pointer, and cache the read/write addresses we'll be
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// needing for this session of reverb.
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@ -131,42 +124,28 @@ StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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const u32 mix_dest_b1 = RevbGetIndexer( RevBuffers.MIX_DEST_B1 );
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// -----------------------------------------
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// End Buffer Pointers, Begin Reverb!
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// Begin Reverb Processing !
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// -----------------------------------------
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//StereoOut32 INPUT_SAMPLE( LastEffect + Input );
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StereoOut32 INPUT_SAMPLE;
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// Note: LowPass on the input! Very important. Some games like DDS get terrible feedback otherwise.
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// Decisions, Decisions! Should we mix in the 22khz sample skipped, or not?
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// First one mixes in the 22hkz sample. Second one does not.
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for( int x=0; x<8; ++x )
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{
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INPUT_SAMPLE.Left += (downbuf[(dbpos+x)&7].Left * downcoeffs[x]);
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INPUT_SAMPLE.Right += (downbuf[(dbpos+x)&7].Right * downcoeffs[x]);
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}
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/*StereoOut32 INPUT_SAMPLE(
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(s32)(lowpass_left.sample( (Input.Left+LastEffect.Left) / 32768.0 ) * 32768.0),
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(s32)(lowpass_right.sample( (Input.Right+LastEffect.Right) / 32768.0 ) * 32768.0)
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);*/
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INPUT_SAMPLE.Left >>= 16;
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INPUT_SAMPLE.Right >>= 16;
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StereoOut32 INPUT_SAMPLE(
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(s32)(lowpass_left.sample( Input.Left / 32768.0 ) * 32768.0),
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(s32)(lowpass_right.sample( Input.Right / 32768.0 ) * 32768.0)
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);
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const s32 IIR_INPUT_A0 = ((_spu2mem[src_a0] * Revb.IIR_COEF) + (INPUT_SAMPLE.Left * Revb.IN_COEF_L))>>16;
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const s32 IIR_INPUT_A1 = ((_spu2mem[src_a1] * Revb.IIR_COEF) + (INPUT_SAMPLE.Right * Revb.IN_COEF_R))>>16;
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const s32 IIR_INPUT_B0 = ((_spu2mem[src_b0] * Revb.IIR_COEF) + (INPUT_SAMPLE.Left * Revb.IN_COEF_L))>>16;
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const s32 IIR_INPUT_B1 = ((_spu2mem[src_b1] * Revb.IIR_COEF) + (INPUT_SAMPLE.Right * Revb.IN_COEF_R))>>16;
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const s32 IIR_A0 = (IIR_INPUT_A0 * Revb.IIR_ALPHA) + (_spu2mem[dest_a0] * (0x7fff - Revb.IIR_ALPHA));
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const s32 IIR_A1 = (IIR_INPUT_A1 * Revb.IIR_ALPHA) + (_spu2mem[dest_a1] * (0x7fff - Revb.IIR_ALPHA));
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const s32 IIR_B0 = (IIR_INPUT_B0 * Revb.IIR_ALPHA) + (_spu2mem[dest_b0] * (0x7fff - Revb.IIR_ALPHA));
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const s32 IIR_B1 = (IIR_INPUT_B1 * Revb.IIR_ALPHA) + (_spu2mem[dest_b1] * (0x7fff - Revb.IIR_ALPHA));
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_spu2mem[dest2_a0] = clamp_mix( IIR_A0 >> 16 );
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_spu2mem[dest2_a1] = clamp_mix( IIR_A1 >> 16 );
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_spu2mem[dest2_b0] = clamp_mix( IIR_B0 >> 16 );
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_spu2mem[dest2_b1] = clamp_mix( IIR_B1 >> 16 );
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// Faster single-mul approach to interpolation:
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// (doesn't work yet -- breaks Digital Devil Saga badly)
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/*const s32 IIR_A0 = IIR_INPUT_A0 + (((_spu2mem[dest_a0]-IIR_INPUT_A0) * Revb.IIR_ALPHA)>>16);
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const s32 IIR_A0 = IIR_INPUT_A0 + (((_spu2mem[dest_a0]-IIR_INPUT_A0) * Revb.IIR_ALPHA)>>16);
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const s32 IIR_A1 = IIR_INPUT_A1 + (((_spu2mem[dest_a1]-IIR_INPUT_A1) * Revb.IIR_ALPHA)>>16);
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const s32 IIR_B0 = IIR_INPUT_B0 + (((_spu2mem[dest_b0]-IIR_INPUT_B0) * Revb.IIR_ALPHA)>>16);
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const s32 IIR_B1 = IIR_INPUT_B1 + (((_spu2mem[dest_b1]-IIR_INPUT_B1) * Revb.IIR_ALPHA)>>16);
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@ -174,7 +153,7 @@ StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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_spu2mem[dest2_a0] = clamp_mix( IIR_A0 );
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_spu2mem[dest2_a1] = clamp_mix( IIR_A1 );
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_spu2mem[dest2_b0] = clamp_mix( IIR_B0 );
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_spu2mem[dest2_b1] = clamp_mix( IIR_B1 );*/
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_spu2mem[dest2_b1] = clamp_mix( IIR_B1 );
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const s32 ACC0 =
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((_spu2mem[acc_src_a0] * Revb.ACC_COEF_A)) +
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@ -199,14 +178,21 @@ StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
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_spu2mem[mix_dest_b0] = clamp_mix( (MulShr32(Revb.FB_ALPHA<<16, ACC0) - fb_xor_a0 - (_spu2mem[fb_src_b0] * Revb.FB_X)) >> 16 );
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_spu2mem[mix_dest_b1] = clamp_mix( (MulShr32(Revb.FB_ALPHA<<16, ACC1) - fb_xor_a1 - (_spu2mem[fb_src_b1] * Revb.FB_X)) >> 16 );
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LastEffect.Left = _spu2mem[mix_dest_a0] + _spu2mem[mix_dest_b0];
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LastEffect.Right = _spu2mem[mix_dest_a1] + _spu2mem[mix_dest_b1];
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clamp_mix( LastEffect );
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//LastEffect.Left = (s32)(lowpass_left.sample( LastEffect.Left / 32768.0 ) * 32768.0);
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//LastEffect.Right = (s32)(lowpass_right.sample( LastEffect.Right / 32768.0 ) * 32768.0);
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return LastEffect;
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upbuf[ubpos] = clamp_mix( StereoOut32(
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_spu2mem[mix_dest_a0] + _spu2mem[mix_dest_b0], // left
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_spu2mem[mix_dest_a1] + _spu2mem[mix_dest_b1] // right
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) );
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}
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StereoOut32 retval;
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for( int x=0; x<8; ++x )
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{
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retval.Left += (upbuf[(ubpos+x)&7].Left*downcoeffs[x]);
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retval.Right += (upbuf[(ubpos+x)&7].Right*downcoeffs[x]);
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}
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retval.Left >>= (16-1); /* -1 To adjust for the null padding. */
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retval.Right >>= (16-1);
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return retval;
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}
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