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DSPHLE: Some code reorg, now looks more like the ucode. DSPLLE: Rename a file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3763 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -76,10 +76,7 @@ union ZeldaVoicePB
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u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
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u32 CurAddr; // 0x38 | current address
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u32 RemLength; // 0x3A | remaining length
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u16 Unk3C; // 0x3C | something to do with the resampler - a DRAM address?
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u16 Unk3D; // 0x3D | unknown
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u16 Unk3E; // 0x3E | unknown
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u16 Unk3F; // 0x3F | unknown
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u16 ResamplerOldData[4]; // 0x3C | The resampler stores the last 4 decoded samples here from the previous frame, so that the filter kernel has something to read before the start of the buffer.
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u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
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u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
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u16 Unk58[0x8]; // 0x58 |
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@ -168,7 +165,8 @@ private:
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u32 m_CRC;
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// These are the only dynamically allocated things allowed in the ucode.
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s32* m_TempBuffer;
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s32* m_VoiceBuffer;
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s32* m_ResampleBuffer;
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s32* m_LeftBuffer;
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s32* m_RightBuffer;
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@ -243,6 +241,8 @@ private:
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void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void Resample(ZeldaVoicePB &PB, int size, s32 *in, s32 *out);
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// Renders a voice and mixes it into LeftBuffer, RightBuffer
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void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
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};
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