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More WaveTable (ucode case 0x4,0x7,0xb,0xc) work (thanks for noticing they're the same, LordMark!)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4292 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -307,6 +307,7 @@ private:
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void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderVoice_PCM8(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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@ -117,4 +117,12 @@ void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Siz
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}
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void CUCode_Zelda::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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WARN_LOG(DSPHLE, "Not synthesizing un-REd format 0x%04x", PB.Format);
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// TODO: Header, footer
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//for (int i = 0; i < _Size; i++)
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//_Buffer[i++] = (s32)PB.RatioInt;
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}
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@ -531,12 +531,15 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
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break;
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// These are more "synth" formats - square wave, saw wave etc.
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case 0x0002: WARN_LOG(DSPHLE, "PB Format 0x02 used!");
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case 0x0002:
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WARN_LOG(DSPHLE, "PB Format 0x02 used!");
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break;
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case 0x0004: // Example: Big Pikmin onion mothership landing/building a bridge in Pikmin
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case 0x0007: // Example: "success" SFX in Pikmin 1, Pikmin 2 in a cave, not sure what sound it is.
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case 0x000b: // Example: SFX in area selection menu in Pikmin
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case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW
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WARN_LOG(DSPHLE, "Not synthesizing unreversed-engineerd format 0x%04x", PB.Format);
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RenderSynth_WaveTable(PB, m_VoiceBuffer, _Size);
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break;
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default:
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@ -753,4 +756,4 @@ void CUCode_Zelda::MixAdd(short *_Buffer, int _Size)
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_Buffer += 2;
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}
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m_csMix.Leave();
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}
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}
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