Jake.Stine
36cc4fa08c
All plugins now compile correctly under Win32. Upgraded ZeroSPU2 to use a newer version of SoundTouch in the process.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@685 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:40 +02:00
Jake.Stine
36a2178e68
Part Two of plugin folder structure reorganization. Pcsx2 and SPU2ghz compile fine now, other plugins might need a wee bit of work yet.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@684 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:40 +02:00
Jake.Stine
0b00f96040
*BROKEN BUILD* *DOES NOT COMPILE* Cleaning up the plugin directory structures, using svn:externals to share 3rd party libraries, and re-configuring the svnrev feature so that it won't error out anymore if you try checking out just a specific plugin. Have to commit this broken code and re-update to get the svn:external bindings to resolve though.
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A working directory/project structure will be committed soon. :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@683 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:40 +02:00
Jake.Stine
a92fc9900f
SPU2ghz: Third try's the charm? This is an even better yet fix for the crackling sound in SO3. Note: This revision upgrades spu2ghz savestates to 0x101. Old states should still load fine for the most part.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@682 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:40 +02:00
Jake.Stine
a68b78fbc2
SPU2ghz: Did a better fix for SO3 crackling sounds (probably improves sound quality in some other games too). Changed the IRQ events so that they're raised for *both* cores, if enabled, regardless of which core actually accesses the SPU2 memory address; it should be more correct this way. Unknown if it actually fixes anything tho.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@680 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:40 +02:00
Jake.Stine
6ec4518d35
SPU2ghz: Fixed some problems with the PCM cache that caused crackling sound in Star Ocean 3.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@678 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:40 +02:00
Jake.Stine
c3d54de50d
ZeroGS: Fixed up the Win32 builds for OpenGL, and removed some warnings from the DX version. Removed some of the redundant and unused #defines from the project files (__WIN32__, __MSCW32__, etc).
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Note: Compiling ZeroGS-OpenGL/Win32 requires the NVIDIA CG Toolkit. Compiling ZeroGS-DX/Win32 requires the DirectX SDK.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@614 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine
adf070f8ea
Code cleanup Revision: Implemented COP0 and COP1 (FPU) opcodes in the new opcode table system, rearranged namespaces to (hopefully!) make more sense, deleted a bunch of unused or duplicated prototypes in headers, and separated a few sections of general code into their own modules (such as XMMfreezeRegs/MMXfreezeRegs found in iCore and iR5900-32 modules, and some COP2-specific functions in VU0)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@566 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:36 +02:00
Jake.Stine
a20ceb0bcb
Renamed all output files to conform to a consistent standard (pcsx2pg-vtlb-dev.exe / SPU2ghz-Pg / etc). Namely, the Dev builds of pcsx2 are now clearly marked, and Public builds are naked: pcsx2pg-vtlb.exe.
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Changed all the PPr's in the plugin names to "Pg." Dunno why I did PP in the first place. I must have had sand in my eye.
Removed ASIO code from spu2ghz - the driver model is way too overly complicated and now that XA2 is stable it would have been of little use even if it had ever worked right. OH yeah, and no more const error on compile under some revisions of DXSDK. Yay! :D
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@563 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:36 +02:00
Jake.Stine
3957d1520c
Win32: Green colors now work in the console! Yay! (so important! heh) Fixed some project file options in the plugins, and started converting all the old SysPrintf's over to color coded Console messages. (but there's... so... many... >_<) Also, interchanged the meanings of WriteLn and MsgLn since I kind of had them backwards from what I originally intended.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@543 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:35 +02:00
Jake.Stine
899b0bc4f1
Configured all the newly-added plugins to compile properly under Win32/MSVC (ZeroSPU2, ZeroGS, ZeroPAD). Created a new solution file called pcsx2_suite_2008 which contains Pcsx2 *and* all the plugins.
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Moved the PS2Edefs.h and PS2Etypes.h files into /common. All plugins and Pcsx2 now reference the same copies of these files at all times.
Removed SubWCRev from the repository, and linked the /common/ folder to the /plugins folder (allows for people to checkout the plugins folder alone and still be able to compile without pre-build step failures).
Tweaked the MTGS throttler. Might work a wee bit more efficiently in certain high load situations.
Fixed a rare bug in the COP2 (i think!) introduced during one of the earlier VU code cleanings.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@540 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:35 +02:00
Jake.Stine
d3b51a4529
SPU2ghz: Bugfix for when loading older/non-compatible spu2 savestates.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@483 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:32 +02:00
ramapcsx2
89befbf22c
SPU2Ghz: Readjusted initial volumes. These give correct volume levels for fmv, ingame sounds and speech. Boost volume is still not recommended but the default volume seems loud enough already :)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@406 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:29 +02:00
ramapcsx2
3db3e080f1
SPU2Ghz: Second part of the volume quirks update. Thanks to Gigaherz for fixing the core reset functions.
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Note:
The plugin is now louder by default, so check your volume boost setting and disable it.
If the game is still too quiet, you can re-enable it again :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@405 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:29 +02:00
Jake.Stine
7200d88431
Much to Guesseous distress, I have once again overlooked something small and obvious in my last commit. If I were using a table saw I'd be missing my arm at the elbow by now.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@404 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:29 +02:00
Jake.Stine
b938d41e2b
SPU2ghz: Minor tweaks to the mixer that should help get rid of overflow problems. This is the first part of a 2 part commit that should help correct some old-timey volume inaccuracies in the plugin.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@403 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:29 +02:00
Jake.Stine
bc08e7397b
SPU2ghz: Improved "on exit" stability of the XA2 driver on WinXP machines, by covering up for things the driver is *supposed* to do itself (but apparently does not, in WinXp at least).
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Also fixed a Pcsx2 compilation error when trying to enable the experimental IPU speedhack.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@383 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:28 +02:00
ramapcsx2
1c8203a3af
SPU2Ghz: New defaults
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@382 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:28 +02:00
Jake.Stine
96560444ea
SPU2ghz: Fixed a memory corruption bug in the rolled back DMA write code. Hopefully this DMA write code will fix that bug without breaking Arc the Lad and similar games.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@334 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:27 +02:00
ramapcsx2
7e828a69ee
SPU2Ghz: Had to revert dma.cpp to rev244 for the most part. The dma cache system in DoDMAWrite() broke Arc the Lad dma audio. The auido starts to loop a bit in rev 264 and from there on it gets worse.
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Sorry for not finding this earlier, I hope the cache can get fixed so we can include it again.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@333 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:27 +02:00
ramapcsx2
996fbc3931
This was supposed to be a bigger commit concerning loopy audio in Dawn of Mana FMV, but it looks like its not so easy to fix. So this here is some cleanup I did along the way ;)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@324 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:27 +02:00
gigaherz
dd7f8807ac
OMFG gigaherz is commiting something! RUN!
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So rama made me notice the "sanity" checks on the TimeUpdate stuff,
I read it, and it kinda scared me that it happily dropped the sync as soon as the audio was 0.002 seconds out of sync!
I changed it so the "sanity recovery" code only kicks in when there's over 0.1 seconds desync in clock numbers,
which seems a LOT more reasonable.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@320 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:27 +02:00
Jake.Stine
6930ed533c
SPU2ghz: Compiling without TortoiseSVN installed should work out-of-the-box now. The project will automatically fall back on the old-school behavior (no revision information inserted into the project info).
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@305 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
29bf736daa
SPU2ghz: XAudio 2 crash fix attempt, take #341 . Action! *clip*
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@304 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
3968775bc6
SPU2ghz: Removing the Sleep() caused XP's XAudio2 to crash again. But I found a note from Microsoft on one of their dev journals that said to put the Sleep() immediately after the FlushBuffers and before the DestroyVoice. Let's cross some fingers and hope it works! (don't you love beta libs from microsoft?)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@303 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
ramapcsx2
a973f63bb0
SPU2Ghz: Commented out a Sleep() call in xaudio2. It made the GUI not respond for several seconds when pressing escape to pause emulation
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@297 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
805b922c9a
SPU2ghz: Added quotes to the svnrev pre-build step; hoping it behaves better for users who have paces in the names of their project folders.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@296 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
97dd495e85
SPU2ghz: Moved the svnrev additions to a new 'common' folder which is shared by all projects (pcsx2 included). The common folder now includes the necessary utility, so it should build out-of-the-box now (no more path setup or program installs necessary)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@293 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
4c2518b0f0
SPU2ghz: DLL now "properly" exports functions. May fix some compilation/plugin detection problems? Plus another attempt at fixing the XAudio 2 crash-on-exit bug.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@292 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
211829bb18
SPU2ghz: Fixed a couple rare odd-case XAudio2 crashes, and fixed a small glitch in in the over/underrun code when timestretching disabled.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@288 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
c69df473ad
SPU2ghz: err... oops! This'll stop it from crashing when you try to enter the PCSX2 plugin configuration screen.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@287 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
f23db9a04a
SPU2ghz: Rearranged the project files quite a bit. Solutions are now in the Plugins folder, and binaries are output to plugins/bin. This is in preparation for if/when we have more plugins as part of our repository, and will go hand-in-hand with a future change to how pcsx2 looks for plugins which should make shared development a little easier for all of us (I hope).
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I also deleted several *very* dated projects and solutions. They all still referenced FMOD, in fact, if it gives you an idea just how out-dated they were. New updated projects can be re-added in the future if a need still exists for any of them.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@285 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
ramapcsx2
3d4583dcbb
SPU2Ghz: Fixed a problem in ADSR handling as suggested by gigaherz.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@284 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
f113aab091
SPU2ghz: Code cleanups, and conf now force-disable Effects Processing (for anyone who might have had it checked when Rama grayed out the option)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@279 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
24394b83e2
SPU2ghz: Fixed potentially quirky volume handling in Linear Interpolation mode (quiet sounds would get cut off too soon or be completely inaudible). Also did a minor cleanup of the ADSR handler.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@278 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
a169a0fe87
SPU2ghz: Reverted last change since it broke way more than it fixed. Will post another improved ADMA attempt later once I've got it figured out better.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@277 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:26 +02:00
Jake.Stine
aa48345c70
SPU2ghz: Fixed serious bug in AutoDMA code, basically it wasn't working at all. Soul Calibur II audio works now, and possibly many other games fixed too.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@276 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
ramapcsx2
09c0225740
SPU2Ghz: Disabled Effects Processing for now, you can still force it on via the .ini but it's NOT recommended.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@275 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
ea781f8283
SPU2ghz: Major optimization fix to the mixer code. VS2008 was not optimizing the MulShr32su function properly. It's about 3-6x faster now. Also optimized the timestretch manager so that it can take full advantage of VC2008 SSE opts.
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* XAudio 2 * Fixed potential crash bug on close (which only started happening after I upgraded my DXSDK).
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@268 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
d839f19119
SPU2ghz: XAudio2 driver now initializes a 48khz output rate (was using the default of 44.1khz). This may help fix some of the XA2 crashing problems as well.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@267 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
62e1f5015d
SPU2ghz: Fixed DMA memory corruption bug introduced in r264 (and made the DMA code even faster!), and expanded SoundTouch's working buffer by ~15ms (seems to help improve voice audio breakups when games slow down below 40 fps).
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XAudio2 problems are still up in the air, as they may be related to version differences in DXSDK installations of people building the DLL. Note to compilers: please update your DX SDK to the most recent version (Aug 2008) if you haven't already.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@266 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
d8bd81f00d
SPU2ghz: Re-optimized the DMA write code so that DMA writes don't incur as much cache miss penalty anymore. Also made a couple minor tweaks to the timestretcher's overrun handler (Which only affects people who like their games to run at 120 fps. ;)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@264 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
ramapcsx2
c4ceb8c826
SPU2Ghz: Small change to underrun fill :p
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@257 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
cd81a75535
SPU2ghz: Removed SPU2ghz.aps since it's a file generated by the client (it's a VS2008 resource designer cache file, created when you open .rc files in the IDE).
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@251 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
5aad78b974
SPU2ghz: Cleaned up and optimized the SPU2write() code a bit.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@250 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
Jake.Stine
ba9ab8f6e0
SPU2ghz: Added sanity checks to the XAudio2 driver, might be more stable now.
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If this doesn't fix the crashing problems then I'll have to look into making a special instance of spu2ghz.dll that dumps XAudio2 log data, and hope to solve it from that.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@249 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
ramapcsx2
88638106e6
SPU2Ghz: Well, yet again another update from Jake.Stine :p This time around he improved the already great timestretcher to be even smarter. This and the fixed XAudio2 output module get even Vista users a near realtime sound. (Try a delay between 90 and 140ms).
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Read a bit more about this version in issue 31 :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@247 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
ramapcsx2
f69a63b489
SPU2Ghz: Adjusted default values for the worst case (Windows Vista... seriously, what did MS to the audio subsystem?)
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@245 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
ramapcsx2
0e1f871606
SPU2Ghz: Lots of changes as described in issue 31, thanks again to Jake.Stine.
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@244 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:25 +02:00
ramapcsx2
e76b830d8c
SPU2Ghz: More improvements and cleanup
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git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@233 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:24 +02:00