mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: more fixes to reverb. Digital Devil Saga sounds a lot nicer now. Updated savestate revision so that loading states from before my latest cleanup/optimization won't crash.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@529 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -39,7 +39,7 @@
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void * memalign (size_t align, size_t size);
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#else
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/* assume malloc alignment is sufficient */
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#define memalign(align,m_size) malloc (m_size)
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#define memalign(align,size) malloc (size)
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#endif
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typedef struct {
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@ -688,8 +688,8 @@ static __forceinline StereoOut32 MixVoice( V_Core& thiscore, V_Voice& vc )
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// Write-back of raw voice data (post ADSR applied)
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if (voice==1) spu2M_WriteFast( 0x400 + (core<<12) + OutPos, vc.OutX );
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else if (voice==3) spu2M_WriteFast( 0x600 + (core<<12) + OutPos, vc.OutX );
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if (voice==1) spu2M_WriteFast( 0x400 + (core<<12) + OutPos, Value );
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else if (voice==3) spu2M_WriteFast( 0x600 + (core<<12) + OutPos, Value );
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return ApplyVolume( StereoOut32( Value, Value ), vc.Volume );
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}
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@ -40,12 +40,6 @@ static __forceinline s32 RevbGetIndexer( V_Core& thiscore, s32 offset )
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return pos;
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}
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/*void LowPass(s32& VL, s32& VR)
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{
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VL = (s32)( lowpass_left.sample(VL/65536.0) * 65536.0 );
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VR = (s32)( lowpass_right.sample(VR/65536.0) * 65536.0 );
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}*/
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void Reverb_AdvanceBuffer( V_Core& thiscore )
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{
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if( (Cycles & 1) && (thiscore.EffectsBufferSize > 0) )
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@ -53,7 +47,7 @@ void Reverb_AdvanceBuffer( V_Core& thiscore )
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//thiscore.ReverbX = RevbGetIndexer( thiscore, 1 );
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thiscore.ReverbX += 1;
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if( thiscore.ReverbX >= thiscore.EffectsBufferSize ) thiscore.ReverbX = 0;
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if( thiscore.ReverbX >= (u32)thiscore.EffectsBufferSize ) thiscore.ReverbX = 0;
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//thiscore.ReverbX += 1;
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//if(thiscore.ReverbX >= (u32)thiscore.EffectsBufferSize )
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@ -71,7 +65,14 @@ StereoOut32 DoReverb( V_Core& thiscore, const StereoOut32& Input )
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if( (Cycles&1)==0 )
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{
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StereoOut32 retval( thiscore.LastEffect );
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thiscore.LastEffect = Input/2;
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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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lowpass_left.sample( Input.Left / 32768.0 );
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lowpass_right.sample( Input.Right / 32768.0 );
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//thiscore.LastEffect = Input;
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return retval;
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}
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else
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@ -83,7 +84,12 @@ StereoOut32 DoReverb( V_Core& thiscore, const StereoOut32& Input )
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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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return Input;
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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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@ -128,24 +134,39 @@ StereoOut32 DoReverb( V_Core& thiscore, const StereoOut32& Input )
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// End Buffer Pointers, Begin Reverb!
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// -----------------------------------------
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StereoOut32 INPUT_SAMPLE( thiscore.LastEffect + Input );
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//StereoOut32 INPUT_SAMPLE( thiscore.LastEffect + Input );
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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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/*StereoOut32 INPUT_SAMPLE(
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(s32)(lowpass_left.sample( (Input.Left+thiscore.LastEffect.Left) / 32768.0 ) * 32768.0),
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(s32)(lowpass_right.sample( (Input.Right+thiscore.LastEffect.Right) / 32768.0 ) * 32768.0)
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);*/
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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] * thiscore.Revb.IIR_COEF) + (INPUT_SAMPLE.Left * thiscore.Revb.IN_COEF_L))>>16;
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const s32 IIR_INPUT_A1 = ((_spu2mem[src_a1] * thiscore.Revb.IIR_COEF) + (INPUT_SAMPLE.Right * thiscore.Revb.IN_COEF_R))>>16;
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const s32 IIR_INPUT_B0 = ((_spu2mem[src_b0] * thiscore.Revb.IIR_COEF) + (INPUT_SAMPLE.Left * thiscore.Revb.IN_COEF_L))>>16;
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const s32 IIR_INPUT_B1 = ((_spu2mem[src_b1] * thiscore.Revb.IIR_COEF) + (INPUT_SAMPLE.Right * thiscore.Revb.IN_COEF_R))>>16;
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/*const s32 IIR_A0 = (IIR_INPUT_A0 * thiscore.Revb.IIR_ALPHA) + (_spu2mem[dest_a0] * (0x7fff - thiscore.Revb.IIR_ALPHA));
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const s32 IIR_A0 = (IIR_INPUT_A0 * thiscore.Revb.IIR_ALPHA) + (_spu2mem[dest_a0] * (0x7fff - thiscore.Revb.IIR_ALPHA));
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const s32 IIR_A1 = (IIR_INPUT_A1 * thiscore.Revb.IIR_ALPHA) + (_spu2mem[dest_a1] * (0x7fff - thiscore.Revb.IIR_ALPHA));
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const s32 IIR_B0 = (IIR_INPUT_B0 * thiscore.Revb.IIR_ALPHA) + (_spu2mem[dest_b0] * (0x7fff - thiscore.Revb.IIR_ALPHA));
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const s32 IIR_B1 = (IIR_INPUT_B1 * thiscore.Revb.IIR_ALPHA) + (_spu2mem[dest_b1] * (0x7fff - thiscore.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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_spu2mem[dest2_b1] = clamp_mix( IIR_B1 >> 16 );
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// Faster single-mul approach to interpolation:
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const s32 IIR_A0 = IIR_INPUT_A0 + (((_spu2mem[dest_a0]-IIR_INPUT_A0) * thiscore.Revb.IIR_ALPHA)>>16);
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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) * thiscore.Revb.IIR_ALPHA)>>16);
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const s32 IIR_A1 = IIR_INPUT_A1 + (((_spu2mem[dest_a1]-IIR_INPUT_A1) * thiscore.Revb.IIR_ALPHA)>>16);
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const s32 IIR_B0 = IIR_INPUT_B0 + (((_spu2mem[dest_b0]-IIR_INPUT_B0) * thiscore.Revb.IIR_ALPHA)>>16);
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const s32 IIR_B1 = IIR_INPUT_B1 + (((_spu2mem[dest_b1]-IIR_INPUT_B1) * thiscore.Revb.IIR_ALPHA)>>16);
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@ -153,7 +174,7 @@ StereoOut32 DoReverb( V_Core& thiscore, 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] * thiscore.Revb.ACC_COEF_A)) +
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@ -170,20 +191,21 @@ StereoOut32 DoReverb( V_Core& thiscore, const StereoOut32& Input )
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const s32 FB_A0 = (_spu2mem[fb_src_a0] * thiscore.Revb.FB_ALPHA);
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const s32 FB_A1 = (_spu2mem[fb_src_a1] * thiscore.Revb.FB_ALPHA);
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const s32 fb_xor_a0 = (_spu2mem[fb_src_a0] * ( thiscore.Revb.FB_ALPHA ^ 0x8000 ))>>2;
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const s32 fb_xor_a1 = (_spu2mem[fb_src_a1] * ( thiscore.Revb.FB_ALPHA ^ 0x8000 ))>>2;
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const s32 fb_xor_a0 = _spu2mem[fb_src_a0] * ( thiscore.Revb.FB_ALPHA ^ 0x8000 );
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const s32 fb_xor_a1 = _spu2mem[fb_src_a1] * ( thiscore.Revb.FB_ALPHA ^ 0x8000 );
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_spu2mem[mix_dest_a0] = clamp_mix( (ACC0 - FB_A0) >> 16 );
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_spu2mem[mix_dest_a1] = clamp_mix( (ACC1 - FB_A1) >> 16 );
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_spu2mem[mix_dest_b0] = clamp_mix( (MulShr32(thiscore.Revb.FB_ALPHA<<14, ACC0) - fb_xor_a0 - ((_spu2mem[fb_src_b0] * thiscore.Revb.FB_X)>>2)) >> 14 );
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_spu2mem[mix_dest_b1] = clamp_mix( (MulShr32(thiscore.Revb.FB_ALPHA<<14, ACC1) - fb_xor_a1 - ((_spu2mem[fb_src_b1] * thiscore.Revb.FB_X)>>2)) >> 14 );
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_spu2mem[mix_dest_b0] = clamp_mix( (MulShr32(thiscore.Revb.FB_ALPHA<<16, ACC0) - fb_xor_a0 - (_spu2mem[fb_src_b0] * thiscore.Revb.FB_X)) >> 16 );
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_spu2mem[mix_dest_b1] = clamp_mix( (MulShr32(thiscore.Revb.FB_ALPHA<<16, ACC1) - fb_xor_a1 - (_spu2mem[fb_src_b1] * thiscore.Revb.FB_X)) >> 16 );
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thiscore.LastEffect.Left = _spu2mem[mix_dest_a0] + _spu2mem[mix_dest_b0];
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thiscore.LastEffect.Right = _spu2mem[mix_dest_a1] + _spu2mem[mix_dest_b1];
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clamp_mix( thiscore.LastEffect );
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thiscore.LastEffect.Left = (s32)(lowpass_left.sample( thiscore.LastEffect.Left / 32768.0 ) * 32768.0);
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thiscore.LastEffect.Right = (s32)(lowpass_right.sample( thiscore.LastEffect.Right / 32768.0 ) * 32768.0);
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//thiscore.LastEffect.Left = (s32)(lowpass_left.sample( thiscore.LastEffect.Left / 32768.0 ) * 32768.0);
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//thiscore.LastEffect.Right = (s32)(lowpass_right.sample( thiscore.LastEffect.Right / 32768.0 ) * 32768.0);
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return thiscore.LastEffect;
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}
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@ -47,7 +47,7 @@ static const u32 SAVE_ID = 0x1227521;
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// versioning for saves.
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// Increment this when changes to the savestate system are made.
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static const u32 SAVE_VERSION = 0x0002;
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static const u32 SAVE_VERSION = 0x0003;
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static void wipe_the_cache()
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{
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@ -71,7 +71,6 @@ s32 __fastcall FreezeIt( SPU2freezeData& spud )
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return 0;
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}
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spud.id = SAVE_ID;
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spud.version = SAVE_VERSION;
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