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Added support for playing PCM16 sounds, looping or non-looping.
It is a bit hacky and may have problems, but now SMG has music. I'll try to do AFC / ADPCM for next commit. PS: sorry. lots of stuff from latest commits will be reverted because, when updating, I got serious conflicts and everything was messed up :( if you want I can help you with reintegrating what was lost. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3570 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -21,6 +21,46 @@
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#include "Common.h"
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#include "UCodes.h"
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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 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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u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
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u16 Unk07[0x29]; // 0x07 | unknown
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u16 RatioFrac; // 0x30 | ??? ratio fractional part
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u16 Unk31; // 0x31 | unknown
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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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u32 RestartPos; // 0x34 | restart pos
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u16 Unk36[2]; // 0x36 | unknown
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u32 CurAddr; // 0x38 | current address
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u32 RemLength; // 0x3A | remaining length
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u16 Unk3C[0x2A]; // 0x3C | unknown
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u16 YN1; // 0x66 | YN1
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u16 YN2; // 0x67 | YN2
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u16 Unk68[0x18]; // 0x68 | unknwon
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// Read-only part
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u16 Format; // 0x80 | audio format
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u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
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u16 Unk82[0x6]; // 0x82 | unknown
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u32 LoopStartPos; // 0x88 | loopstart pos
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u32 Length; // 0x8A | sound length
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u32 StartAddr; // 0x8C | sound start address
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u32 UnkAddr; // 0x8E | ???
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u16 Padding[0x30]; // 0x90 | padding
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};
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// Here's a piece of pure guesswork, looking at random supposedly-PBs
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// from Zelda Four Swords.
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// These are 0x180 bytes large.
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struct ZPB
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{
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// R/W data =============
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@ -60,7 +100,7 @@ namespace {
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class CUCode_Zelda : public IUCode
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{
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public:
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CUCode_Zelda(CMailHandler& _rMailHandler);
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CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC);
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virtual ~CUCode_Zelda();
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void HandleMail(u32 _uMail);
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@ -81,6 +121,13 @@ public:
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void DumpPB(const ZPB& _rPB);
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int DumpAFC(u8* pIn, const int size, const int srate);
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u32 Read32()
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{
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u32 res = *(u32*)&m_Buffer[m_readOffset];
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m_readOffset += 4;
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return res;
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}
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private:
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enum EDSP_Codes
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{
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@ -92,15 +139,43 @@ private:
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DSP_FRAME_END = 0xDCD10005,
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};
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// AFC CoefTable
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s16 m_AFCCoefTable[32];
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u32 m_CRC;
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// Command 0x2: SyncFrame
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int m_NumberOfFramesToRender;
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int m_CurrentFrameToRender;
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s32* m_TempBuffer;
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s32* m_LeftBuffer;
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s32* m_RightBuffer;
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// List in progress
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u16 m_AFCCoefTable[32];
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bool m_bSyncInProgress;
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u32 m_MaxVoice;
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u32 m_SyncFlags[16];
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u32 m_NumVoices;
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bool m_bSyncCmdPending;
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u32 m_CurVoice;
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u32 m_CurBuffer;
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u32 m_NumBuffers;
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// Those are set by command 0x1 (DsetupTable)
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u32 m_VoicePBsAddr;
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u32 m_UnkTableAddr;
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u32 m_AFCCoefTableAddr;
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u32 m_ReverbPBsAddr;
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u32 m_RightBuffersAddr;
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u32 m_LeftBuffersAddr;
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//u32 m_unkAddr;
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u32 m_pos;
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// Only in SMG ucode
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// Set by command 0xE (DsetDMABaseAddr)
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u32 m_DMABaseAddr;
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// List, buffer management =====================
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u32 m_numSteps;
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bool m_bListInProgress;
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u32 m_step;
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u8 m_Buffer[1024];
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void ExecuteList();
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@ -126,16 +201,12 @@ private:
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u32 m_MixingBufferLeft;
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u32 m_MixingBufferRight;
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u32 m_MaxSyncedPB;
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ZPB m_PBs[0x40];
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void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
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void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);
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u32 Read32()
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{
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u32 res = *(u32*)&m_Buffer[m_readOffset];
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m_readOffset += 4;
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return res;
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}
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void MixAddVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void MixAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
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};
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#endif
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