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DSPHLE: Preserve fractional sample position between voice render calls. sounds slightly, slightly cleaner :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3637 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -30,8 +30,8 @@ struct ZeldaVoicePB
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{
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// Read-Write part
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u16 Status; // 0x00 | 1 = play, 0 = stop
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u16 KeyOff; // 0x01 | writing 1 stops voice?
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u16 RatioInt; // 0x02 | delta? ratio? integer part
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u16 KeyOff; // 0x01 | writing 1 stops voice?
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u16 RatioInt; // 0x02 | Position delta (playback speed)
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u16 Unk03; // 0x03 | unknown
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u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
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u16 ReachedEnd; // 0x05 | set to 1 when end reached
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@ -43,7 +43,13 @@ struct ZeldaVoicePB
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u16 Unk0B[2]; // 0x0B | unknown
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u16 volumeRight1; // 0x0D | Right Volume 1
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u16 volumeRight2; // 0x0E | Right Volume 2
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u16 Unk0F[0x8]; // 0x0F | unknown // Buffer / something, see 036e/ZWW. there's a pattern here
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u16 Unk0F[2]; // 0x0F | unknown // Buffer / something, see 036e/ZWW. there's a pattern here
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u16 volumeUnknown1_1; // 0x11 | Unknown Volume 1
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u16 volumeUnknown1_2; // 0x12 | Unknown Volume 1
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u16 Unk13[2]; // 0x13 | unknown
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u16 volumeUnknown2_1; // 0x15 | Unknown Volume 2
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u16 volumeUnknown2_2; // 0x16 | Unknown Volume 2
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u16 Unk17; // 0x17 | unknown
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u16 Unk18[0x10]; // 0x18 | unknown
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u16 Unk28; // 0x28 | unknown
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u16 Unk29; // 0x29 | unknown // multiplied by 0x2a @ 0d21/ZWW
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@ -53,7 +59,7 @@ struct ZeldaVoicePB
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u16 Unk2D; // 0x2D | unknown
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u16 Unk2E; // 0x2E | unknown
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u16 Unk2F; // 0x2F | unknown
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u16 RatioFrac; // 0x30 | ??? ratio fractional part
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u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
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u16 Unk31; // 0x31 | unknown / unused
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u16 CurBlock; // 0x32 | current block?
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u16 FixedSample; // 0x33 | sample value for "blank" voices
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