mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
Cleanup, more ucode case examples.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3790 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
c6b3c6a69b
commit
32265bcd60
@ -430,8 +430,8 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
||||
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
|
||||
break;
|
||||
|
||||
case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW.
|
||||
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
|
||||
case 0x0008: // PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW.
|
||||
//WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
|
||||
memset(m_ResampleBuffer + 4, 0, _Size * sizeof(s32));
|
||||
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
|
||||
break;
|
||||
@ -446,14 +446,13 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
||||
// to the output buffer. However, (if we ever see this sound type), we'll
|
||||
// have to resample anyway since we're running at a different sample rate.
|
||||
|
||||
// Caution: Use at your own risk. Sounds awful :)
|
||||
RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
|
||||
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
|
||||
break;
|
||||
|
||||
case 0x0021:
|
||||
// Raw sound from RAM. Important for Zelda WW. Really need to implement - missing it causes hangs.
|
||||
// Caution: Use at your own risk. Sounds awful :)
|
||||
// Raw sound from RAM. Important for Zelda WW. Cutscenes use the music
|
||||
// to let the game know they ended
|
||||
RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
|
||||
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
|
||||
break;
|
||||
@ -480,7 +479,9 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
||||
|
||||
// These are more "synth" formats - square wave, saw wave etc.
|
||||
case 0x0002:
|
||||
case 0x0007: // Example: Pikmin 2 in a cave, not sure what sound it is.
|
||||
case 0x0004: // Example: Big Pikmin onion mothership landing/building a bridge in Pikmin
|
||||
case 0x0007: // Example: "success" SFX in Pikmin 1, Pikmin 2 in a cave, not sure what sound it is.
|
||||
case 0x000b: // Example: SFX in area selection menu in Pikmin
|
||||
case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW
|
||||
WARN_LOG(DSPHLE, "Not synthesizing unreversed-engineerd format 0x%04x", PB.Format);
|
||||
break;
|
||||
|
Loading…
Reference in New Issue
Block a user