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Enabled SSBM sound fixes (hacks)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1176 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -249,105 +249,6 @@ if(m_frame->ScanMails)
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// ----------------
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void DoVoiceHacks(AXParamBlock &pb)
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{
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// get necessary values
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const u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
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const u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
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const u32 updaddr = (u32)(pb.updates.data_hi << 16) | pb.updates.data_lo;
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const u16 updpar = Memory_Read_U16(updaddr);
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const u16 upddata = Memory_Read_U16(updaddr + 2);
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// =======================================================================================
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/* Fix problems introduced with the SSBM fix - Sometimes when a music stream ended sampleEnd
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would become extremely high and the game would play random sound data from ARAM resulting in
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a strange noise. This should take care of that. - Some games (Monkey Ball 1 and Tales of
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Symphonia and other) also had one odd last block with a strange high loopPos and strange
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num_updates values, the loopPos limit turns those off also. - Please report any side effects.
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*/
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// ------------
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if (
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(sampleEnd > 0x10000000 || loopPos > 0x10000000)
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&& gSSBMremedy1
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)
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{
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pb.running = 0;
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// also reset all values if it makes any difference
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pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
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pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
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pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
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pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
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pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
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pb.audio_addr.looping = 0;
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pb.adpcm_loop_info.pred_scale = 0;
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pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
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}
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/*
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// the fact that no settings are reset (except running) after a SSBM type music stream or another
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looping block (for example in Battle Stadium DON) has ended could cause loud garbled sound to be
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played from one or more blocks. Perhaps it was in conjunction with the old sequenced music fix below,
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I'm not sure. This was an attempt to prevent that anyway by resetting all. But I'm not sure if this
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is needed anymore. Please try to play SSBM without it and see if it works anyway.
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*/
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if (
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// detect blocks that have recently been running that we should reset
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pb.running == 0 && pb.audio_addr.looping == 1
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//pb.running == 0 && pb.adpcm_loop_info.pred_scale
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// this prevents us from ruining sequenced music blocks, may not be needed
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/*
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&& !(pb.updates.num_updates[0] || pb.updates.num_updates[1] || pb.updates.num_updates[2]
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|| pb.updates.num_updates[3] || pb.updates.num_updates[4])
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*/
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&& !(updpar || upddata)
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&& pb.mixer_control == 0 // only use this in SSBM
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&& gSSBMremedy2 // let us turn this fix on and off
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)
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{
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// reset the detection values
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pb.audio_addr.looping = 0;
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pb.adpcm_loop_info.pred_scale = 0;
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pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
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//pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
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//pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
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//pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
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//pb.src.cur_addr_frac = 0; PBs[i].src.ratio_hi = 0; PBs[i].src.ratio_lo = 0;
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//pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
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}
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// =============
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// =======================================================================================
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// Reset all values
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// ------------
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if (gReset
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&& (pb.running || pb.audio_addr.looping || pb.adpcm_loop_info.pred_scale)
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)
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{
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pb.running = 0;
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pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
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pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
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pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
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pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
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pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
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pb.audio_addr.looping = 0;
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pb.adpcm_loop_info.pred_scale = 0;
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pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
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}
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}
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int ReadOutPBs(u32 pbs_address, AXParamBlock* _pPBs, int _num)
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{
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int count = 0;
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@ -448,7 +349,7 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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for (int i = 0; i < numberOfPBs; i++)
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{
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AXParamBlock& pb = PBs[i];
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MixAddVoice(pb, templbuffer, temprbuffer, _iSize);
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MixAddVoice(pb, templbuffer, temprbuffer, _iSize, false);
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}
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// write back out pbs
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