/* 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 & 0xFFFFF; // Apparently some reverb presets use offsets outside of the ps2 memory ... // 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; } u32 WrapAround(V_Core& thiscore, u32 offset) { return (thiscore.ReverbX + offset) % thiscore.EffectsBufferSize; } void V_Core::Reverb_AdvanceBuffer() { if( RevBuffers.NeedsUpdated ) UpdateEffectsBufferSize(); 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( 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 + 1 ); const u32 dest2_a1 = RevbGetIndexer( RevBuffers.IIR_DEST_A1 + 1 ); const u32 dest2_b0 = RevbGetIndexer( RevBuffers.IIR_DEST_B0 + 1 ); const u32 dest2_b1 = RevbGetIndexer( RevBuffers.IIR_DEST_B1 + 1 ); 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); SetIrqCall(i); } } } // ----------------------------------------- // 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]); } // This is gotta be a Schroeder Reverberator: // http://cnx.org/content/m15491/latest/ ////////////////////////////////////////////////////////////// // Part 1: Input filter block (FIR filter) // Purpose: Filter and write data to the sample queues for the echos below INPUT_SAMPLE.Left >>= 16; INPUT_SAMPLE.Right >>= 16; s32 input_L = (INPUT_SAMPLE.Left * Revb.IN_COEF_L); s32 input_R = (INPUT_SAMPLE.Right * Revb.IN_COEF_R); const s32 IIR_A0 = (_spu2mem[src_a0] * Revb.IIR_COEF) + input_L; const s32 IIR_A1 = (_spu2mem[src_a1] * Revb.IIR_COEF) + input_R; const s32 IIR_B0 = (_spu2mem[src_b0] * Revb.IIR_COEF) + input_L; const s32 IIR_B1 = (_spu2mem[src_b1] * Revb.IIR_COEF) + input_R; const s32 IIR_C0 = _spu2mem[dest_a0]* Revb.IIR_ALPHA; const s32 IIR_C1 = _spu2mem[dest_a1]* Revb.IIR_ALPHA; const s32 IIR_D0 = _spu2mem[dest_b0]* Revb.IIR_ALPHA; const s32 IIR_D1 = _spu2mem[dest_b1]* Revb.IIR_ALPHA; _spu2mem[dest2_a0] = clamp_mix( (IIR_A0-IIR_C0) >> 16 ); _spu2mem[dest2_a1] = clamp_mix( (IIR_A1-IIR_C1) >> 16 ); _spu2mem[dest2_b0] = clamp_mix( (IIR_B0-IIR_D0) >> 16 ); _spu2mem[dest2_b1] = clamp_mix( (IIR_B1-IIR_D1) >> 16 ); ////////////////////////////////////////////////////////////// // Part 2: Comb filters (echos) // Purpose: Create the primary reflections on the virtual walls 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; 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; ////////////////////////////////////////////////////////////// // Part 3: All-pass filters // Purpose: Create actual reverberation sound effect // First // Take delayed input s32 FB_A0 = _spu2mem[fb_src_a0]; // 16 s32 FB_A1 = _spu2mem[fb_src_a1]; // Apply gain and add to input s32 MIX_A0 = (ACC0 + FB_A0 * Revb.FB_ALPHA)>>16; // 32 + 16*16 = 32 s32 MIX_A1 = (ACC1 + FB_A1 * Revb.FB_ALPHA)>>16; // Write to queue _spu2mem[mix_dest_a0] = clamp_mix(MIX_A0); _spu2mem[mix_dest_a1] = clamp_mix(MIX_A1); // Apply second gain and add ACC0 += (FB_A0 << 16) - MIX_A0 * Revb.FB_ALPHA; ACC1 += (FB_A1 << 16) - MIX_A1 * Revb.FB_ALPHA; ////////////////////////////////////////////////////////////// // Second // Take delayed input s32 FB_B0 = _spu2mem[fb_src_b0]; // 16 s32 FB_B1 = _spu2mem[fb_src_b1]; // Apply gain and add to input s32 MIX_B0 = (ACC0 + FB_B0 * Revb.FB_X)>>16; // 32 + 16*16 = 32 s32 MIX_B1 = (ACC1 + FB_B1 * Revb.FB_X)>>16; // Write to queue _spu2mem[mix_dest_b0] = clamp_mix(MIX_B0); _spu2mem[mix_dest_b1] = clamp_mix(MIX_B1); // Apply second gain and add ACC0 += (FB_B0 << 16) - MIX_B0 * Revb.FB_X; ACC1 += (FB_B1 << 16) - MIX_B1 * Revb.FB_X; upbuf[ubpos] = clamp_mix( StereoOut32( ACC0>>16, // left ACC1>>16 // 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]); //} if( (Cycles&1) == 0 ) { retval.Left = (upbuf[(ubpos+5)&7].Left + upbuf[(ubpos+7)&7].Left)>>1; retval.Right = (upbuf[(ubpos+5)&7].Right + upbuf[(ubpos+7)&7].Right)>>1; } else { retval.Left = upbuf[(ubpos+6)&7].Left; retval.Right = upbuf[(ubpos+6)&7].Right; } // 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; } StereoOut32 V_Core::DoReverb_Fake( const StereoOut32& Input ) { if(!FakeReverbActive /*|| (Cycles&1) == 0*/) return StereoOut32::Empty; V_Core& thiscore(Cores[Index]); s16* Base = GetMemPtr(thiscore.EffectsStartA); s32 accL = 0; s32 accR = 0; /////////////////////////////////////////////////////////// // part 0: Parameters // Input volumes const s32 InputL = -0x3fff; const s32 InputR = -0x3fff; // Echo 1: Positive, short delay const u32 Echo1L = 0x3700; const u32 Echo1R = 0x2704; const s32 Echo1A = 0x5000 / 8; // Echo 2: Negative, slightly longer delay, quiet const u32 Echo2L = 0x2f10; const u32 Echo2R = 0x1f04; const s32 Echo2A = 0x4c00 / 8; // Echo 3: Negative, longer delay, full feedback const u32 Echo3L = 0x2800; const u32 Echo3R = 0x1b34; const s32 Echo3A = 0xb800 / 8; // Echo 4: Negative, longer delay, full feedback const u32 Echo4L = 0x2708; const u32 Echo4R = 0x1704; const s32 Echo4A = 0xbc00 / 8; // Output control: const u32 Mix1L = thiscore.Revb.MIX_DEST_A0; const u32 Mix1R = thiscore.Revb.MIX_DEST_A1; const u32 Mix2L = thiscore.Revb.MIX_DEST_B0; const u32 Mix2R = thiscore.Revb.MIX_DEST_B1; const u32 CrossChannelL = 0x4694; const u32 CrossChannelR = 0x52e4; const u32 CrossChannelA = thiscore.Revb.FB_ALPHA / 8; /////////////////////////////////////////////////////////// // part 1: input const s32 inL = Input.Left * InputL; const s32 inR = Input.Right * InputR; accL += inL; accR += inR; /////////////////////////////////////////////////////////// // part 2: straight echos s32 e1L = Base[WrapAround(thiscore,Echo1L )] * Echo1A; s32 e1R = Base[WrapAround(thiscore,Echo1R+1)] * Echo1A; accL += e1L; accR += e1R; s32 e2L = Base[WrapAround(thiscore,Echo2L )] * Echo2A; s32 e2R = Base[WrapAround(thiscore,Echo2R+1)] * Echo2A; accL += e2L; accR += e2R; s32 e3L = Base[WrapAround(thiscore,Echo3L )] * Echo3A; s32 e3R = Base[WrapAround(thiscore,Echo3R+1)] * Echo3A; accL += e3L; accR += e3R; s32 e4L = Base[WrapAround(thiscore,Echo4L )] * Echo4A; s32 e4R = Base[WrapAround(thiscore,Echo4R+1)] * Echo4A; accL += e4L; accR += e4R; /////////////////////////////////////////////////////////// // part 4: cross-channel feedback s32 ccL = Base[WrapAround(thiscore,CrossChannelL+1)] * CrossChannelA; s32 ccR = Base[WrapAround(thiscore,CrossChannelR )] * CrossChannelA; accL += ccL; accR += ccR; /////////////////////////////////////////////////////////// // part N-1: normalize output accL >>= 15; accR >>= 15; /////////////////////////////////////////////////////////// // part N: write output s32 tmpL = accL>>5; // reduce the volume s32 tmpR = accR>>5; Base[WrapAround(thiscore,Mix1L)] = clamp_mix(accL-tmpL); Base[WrapAround(thiscore,Mix1R)] = clamp_mix(accR-tmpR); Base[WrapAround(thiscore,Mix2L)] = clamp_mix(accL-tmpL); Base[WrapAround(thiscore,Mix2R)] = clamp_mix(accR-tmpR); s32 returnL = Base[WrapAround(thiscore,Mix1L)] + Base[WrapAround(thiscore,Mix2L)]; s32 returnR = Base[WrapAround(thiscore,Mix1R)] + Base[WrapAround(thiscore,Mix2R)]; return StereoOut32(returnL,returnR); }