/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2 * Developed and maintained by the Pcsx2 Development Team. * * Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz] * * SPU2-X is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SPU2-X is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with SPU2-X. If not, see . */ #include "Global.h" #include "Lowpass.h" // Low pass filters: Change these to 32 for a speedup (benchmarks needed to see if // the speed gain is worth the quality drop) //static LowPassFilter64 lowpass_left( 11000, SampleRate ); //static LowPassFilter64 lowpass_right( 11000, SampleRate ); __forceinline s32 V_Core::RevbGetIndexer( s32 offset ) { u32 pos = ReverbX + offset; //*4); // Fast and simple single step wrapping, made possible by the preparation of the // effects buffer addresses. if( pos > EffectsEndA ) { pos -= EffectsEndA+1; pos += EffectsStartA; } return pos; } void V_Core::Reverb_AdvanceBuffer() { if( (Cycles & 1) && (EffectsBufferSize > 0) ) { ReverbX += 1; if( ReverbX >= (u32)EffectsBufferSize ) ReverbX = 0; } } ///////////////////////////////////////////////////////////////////////////////////////// StereoOut32 V_Core::DoReverb( const StereoOut32& Input ) { static const s32 downcoeffs[8] = { 1283, 5344, 10895, 15243, 15243, 10895, 5344, 1283 }; downbuf[dbpos] = Input; dbpos = (dbpos+1) & 7; // Reverb processing occurs at 24khz, so we skip processing every other sample, // and use the previous calculation for this core instead. if( (Cycles&1) == 0 ) { // Important: Factor silence into the upsampler here, otherwise the reverb engine // develops a nasty feedback loop. upbuf[ubpos] = StereoOut32::Empty; } else { if( RevBuffers.NeedsUpdated ) UpdateEffectsBufferSize(); if( EffectsBufferSize <= 0 ) { ubpos = (ubpos+1) & 7; return StereoOut32::Empty; } // Advance the current reverb buffer pointer, and cache the read/write addresses we'll be // needing for this session of reverb. const u32 src_a0 = RevbGetIndexer( RevBuffers.IIR_SRC_A0 ); const u32 src_a1 = RevbGetIndexer( RevBuffers.IIR_SRC_A1 ); const u32 src_b0 = RevbGetIndexer( RevBuffers.IIR_SRC_B0 ); const u32 src_b1 = RevbGetIndexer( RevBuffers.IIR_SRC_B1 ); const u32 dest_a0 = RevbGetIndexer( RevBuffers.IIR_DEST_A0 ); const u32 dest_a1 = RevbGetIndexer( RevBuffers.IIR_DEST_A1 ); const u32 dest_b0 = RevbGetIndexer( RevBuffers.IIR_DEST_B0 ); const u32 dest_b1 = RevbGetIndexer( RevBuffers.IIR_DEST_B1 ); const u32 dest2_a0 = RevbGetIndexer( RevBuffers.IIR_DEST_A0 + 2 ); const u32 dest2_a1 = RevbGetIndexer( RevBuffers.IIR_DEST_A1 + 2 ); const u32 dest2_b0 = RevbGetIndexer( RevBuffers.IIR_DEST_B0 + 2 ); const u32 dest2_b1 = RevbGetIndexer( RevBuffers.IIR_DEST_B1 + 2 ); const u32 acc_src_a0 = RevbGetIndexer( RevBuffers.ACC_SRC_A0 ); const u32 acc_src_b0 = RevbGetIndexer( RevBuffers.ACC_SRC_B0 ); const u32 acc_src_c0 = RevbGetIndexer( RevBuffers.ACC_SRC_C0 ); const u32 acc_src_d0 = RevbGetIndexer( RevBuffers.ACC_SRC_D0 ); const u32 acc_src_a1 = RevbGetIndexer( RevBuffers.ACC_SRC_A1 ); const u32 acc_src_b1 = RevbGetIndexer( RevBuffers.ACC_SRC_B1 ); const u32 acc_src_c1 = RevbGetIndexer( RevBuffers.ACC_SRC_C1 ); const u32 acc_src_d1 = RevbGetIndexer( RevBuffers.ACC_SRC_D1 ); const u32 fb_src_a0 = RevbGetIndexer( RevBuffers.FB_SRC_A0 ); const u32 fb_src_a1 = RevbGetIndexer( RevBuffers.FB_SRC_A1 ); const u32 fb_src_b0 = RevbGetIndexer( RevBuffers.FB_SRC_B0 ); const u32 fb_src_b1 = RevbGetIndexer( RevBuffers.FB_SRC_B1 ); const u32 mix_dest_a0 = RevbGetIndexer( RevBuffers.MIX_DEST_A0 ); const u32 mix_dest_a1 = RevbGetIndexer( RevBuffers.MIX_DEST_A1 ); const u32 mix_dest_b0 = RevbGetIndexer( RevBuffers.MIX_DEST_B0 ); const u32 mix_dest_b1 = RevbGetIndexer( RevBuffers.MIX_DEST_B1 ); // ----------------------------------------- // Optimized IRQ Testing ! // ----------------------------------------- // This test is enhanced by using the reverb effects area begin/end test as a // shortcut, since all buffer addresses are within that area. If the IRQA isn't // within that zone then the "bulk" of the test is skipped, so this should only // be a slowdown on a few evil games. for( uint i=0; i<2; i++ ) { if( Cores[i].IRQEnable && ((Cores[i].IRQA >= EffectsStartA) && (Cores[i].IRQA <= EffectsEndA)) ) { if( (Cores[i].IRQA == src_a0) || (Cores[i].IRQA == src_a1) || (Cores[i].IRQA == src_b0) || (Cores[i].IRQA == src_b1) || (Cores[i].IRQA == dest_a0) || (Cores[i].IRQA == dest_a1) || (Cores[i].IRQA == dest_b0) || (Cores[i].IRQA == dest_b1) || (Cores[i].IRQA == dest2_a0) || (Cores[i].IRQA == dest2_a1) || (Cores[i].IRQA == dest2_b0) || (Cores[i].IRQA == dest2_b1) || (Cores[i].IRQA == acc_src_a0) || (Cores[i].IRQA == acc_src_a1) || (Cores[i].IRQA == acc_src_b0) || (Cores[i].IRQA == acc_src_b1) || (Cores[i].IRQA == acc_src_c0) || (Cores[i].IRQA == acc_src_c1) || (Cores[i].IRQA == acc_src_d0) || (Cores[i].IRQA == acc_src_d1) || (Cores[i].IRQA == fb_src_a0) || (Cores[i].IRQA == fb_src_a1) || (Cores[i].IRQA == fb_src_b0) || (Cores[i].IRQA == fb_src_b1) || (Cores[i].IRQA == mix_dest_a0) || (Cores[i].IRQA == mix_dest_a1) || (Cores[i].IRQA == mix_dest_b0) || (Cores[i].IRQA == mix_dest_b1) ) { //printf("Core %d IRQ Called (Reverb). IRQA = %x\n",i,addr); Spdif.Info |= 4 << i; SetIrqCall(); } } } // ----------------------------------------- // Begin Reverb Processing ! // ----------------------------------------- StereoOut32 INPUT_SAMPLE; for( int x=0; x<8; ++x ) { INPUT_SAMPLE.Left += (downbuf[(dbpos+x)&7].Left * downcoeffs[x]); INPUT_SAMPLE.Right += (downbuf[(dbpos+x)&7].Right * downcoeffs[x]); } INPUT_SAMPLE.Left >>= 16; INPUT_SAMPLE.Right >>= 16; const s32 IIR_INPUT_A0 = ((_spu2mem[src_a0] * Revb.IIR_COEF) + (INPUT_SAMPLE.Left * Revb.IN_COEF_L))>>16; const s32 IIR_INPUT_A1 = ((_spu2mem[src_a1] * Revb.IIR_COEF) + (INPUT_SAMPLE.Right * Revb.IN_COEF_R))>>16; const s32 IIR_INPUT_B0 = ((_spu2mem[src_b0] * Revb.IIR_COEF) + (INPUT_SAMPLE.Left * Revb.IN_COEF_L))>>16; const s32 IIR_INPUT_B1 = ((_spu2mem[src_b1] * Revb.IIR_COEF) + (INPUT_SAMPLE.Right * Revb.IN_COEF_R))>>16; // This section differs from Neill's doc as it uses single-mul interpolation instead // of 0x8000-val inversion. (same result, faster) const s32 IIR_A0 = IIR_INPUT_A0 + (((_spu2mem[dest_a0]-IIR_INPUT_A0) * Revb.IIR_ALPHA)>>16); const s32 IIR_A1 = IIR_INPUT_A1 + (((_spu2mem[dest_a1]-IIR_INPUT_A1) * Revb.IIR_ALPHA)>>16); const s32 IIR_B0 = IIR_INPUT_B0 + (((_spu2mem[dest_b0]-IIR_INPUT_B0) * Revb.IIR_ALPHA)>>16); const s32 IIR_B1 = IIR_INPUT_B1 + (((_spu2mem[dest_b1]-IIR_INPUT_B1) * Revb.IIR_ALPHA)>>16); _spu2mem[dest2_a0] = clamp_mix( IIR_A0 ); _spu2mem[dest2_a1] = clamp_mix( IIR_A1 ); _spu2mem[dest2_b0] = clamp_mix( IIR_B0 ); _spu2mem[dest2_b1] = clamp_mix( IIR_B1 ); const s32 ACC0 = ( ((_spu2mem[acc_src_a0] * Revb.ACC_COEF_A)) + ((_spu2mem[acc_src_b0] * Revb.ACC_COEF_B)) + ((_spu2mem[acc_src_c0] * Revb.ACC_COEF_C)) + ((_spu2mem[acc_src_d0] * Revb.ACC_COEF_D)) ); // >> 16; const s32 ACC1 = ( ((_spu2mem[acc_src_a1] * Revb.ACC_COEF_A)) + ((_spu2mem[acc_src_b1] * Revb.ACC_COEF_B)) + ((_spu2mem[acc_src_c1] * Revb.ACC_COEF_C)) + ((_spu2mem[acc_src_d1] * Revb.ACC_COEF_D)) ); // >> 16; // The following code differs from Neill's doc as it uses the more natural single-mul // interpolative, instead of the funky ^0x8000 stuff. (better result, faster) const s32 FB_A0 = _spu2mem[fb_src_a0] * Revb.FB_ALPHA; const s32 FB_A1 = _spu2mem[fb_src_a1] * Revb.FB_ALPHA; _spu2mem[mix_dest_a0] = clamp_mix( (ACC0 - FB_A0) >> 16 ); _spu2mem[mix_dest_a1] = clamp_mix( (ACC1 - FB_A1) >> 16 ); const s32 acc_fb_mix_a = ACC0 + ( (_spu2mem[fb_src_a0] - (ACC0>>16)) * Revb.FB_ALPHA ); const s32 acc_fb_mix_b = ACC1 + ( (_spu2mem[fb_src_a1] - (ACC1>>16)) * Revb.FB_ALPHA ); _spu2mem[mix_dest_b0] = clamp_mix( ( acc_fb_mix_a - (_spu2mem[fb_src_b0] * Revb.FB_X) ) >> 16 ); _spu2mem[mix_dest_b1] = clamp_mix( ( acc_fb_mix_b - (_spu2mem[fb_src_b1] * Revb.FB_X) ) >> 16 ); upbuf[ubpos] = clamp_mix( StereoOut32( (_spu2mem[mix_dest_a0] + _spu2mem[mix_dest_b0]), // left (_spu2mem[mix_dest_a1] + _spu2mem[mix_dest_b1]) // right ) ); } StereoOut32 retval; for( int x=0; x<8; ++x ) { retval.Left += (upbuf[(ubpos+x)&7].Left*downcoeffs[x]); retval.Right += (upbuf[(ubpos+x)&7].Right*downcoeffs[x]); } // Notes: // the first -1 is to adjust for the null padding in every other upbuf sample (which // halves the overall volume). // The second +1 divides by two, which is part of Neill's suggestion to divide by 3. // // According Neill the final result should be divided by 3, but currently the output // is way too quiet for that to fly. In fact no division at all might be better. // In any case the problem always seems to be that the reverb isn't resonating enough // (indicating short buffers or bad coefficient math?), not that it isn't loud enough. retval.Left >>= (16-1 + 1); retval.Right >>= (16-1 + 1); ubpos = (ubpos+1) & 7; return retval; }