DSPHLE: Messing with RenderVoice_Raw.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3748 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-07-11 15:20:08 +00:00
parent e0efa586a1
commit 3927efdb1d

View File

@ -271,6 +271,8 @@ restart:
// end of block (Zelda 03b2)
}
//u32 last_remlength = 0;
// Researching what's actually inside the mysterious 0x21 case
void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
@ -295,22 +297,15 @@ void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
if (PB.KeyOff != 0)
return;
u8 *source;
u32 ram_mask = 1024 * 1024 * 16 - 1;
if (m_CRC == 0xD643001F) {
source = g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr);
ram_mask = 1024 * 1024 * 64 - 1;
}
else
source = g_dspInitialize.pGetARAMPointer();
//restart:
u8 *source = g_dspInitialize.pGetMemoryPointer(0x80000000);
u32 ram_mask = 0x1ffffff;
restart:
if (PB.ReachedEnd)
{
PB.ReachedEnd = 0;
// HACK: Looping doesn't work.
if (true || PB.RepeatMode == 0)
if (PB.RepeatMode == 0)
{
PB.KeyOff = 1;
PB.RemLength = 0;
@ -319,22 +314,17 @@ void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
}
else
{
// This needs adjustment. It's not right for AFC, was just copied from PCM16.
// We should also probably reinitialize YN1 and YN2 with something - but with what?
// This needs adjustment. It was just copied from PCM16.
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
}
}
u32 prev_addr = PB.CurAddr;
// PanicAlert("%08x DMA", PB.CurAddr);
// Prefill the decode buffer.
//AFCdecodebuffer(m_AFCCoefTable, (char*)(source + (PB.CurAddr & ram_mask)), outbuf, (short*)&PB.YN2, (short*)&PB.YN1, PB.Format);
const char *src = (char *)(source + (PB.CurAddr & ram_mask));
PB.CurAddr += 9;
const u16 *src = (u16 *)(source + (PB.CurAddr & ram_mask));
s64 TrueSamplePosition = (s64)(PB.Length - PB.RemLength) << 16;
TrueSamplePosition += PB.CurSampleFrac;
@ -342,14 +332,25 @@ void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
int sampleCount = 0, realSample = 0;
while (sampleCount < _Size)
{
_Buffer[sampleCount] = src[realSample] | (src[realSample + 1] << 8) | (src[realSample + 2] << 16)
| (src[realSample + 3] << 24);
//WARN_LOG(DSPHLE, "The sample: %02x", src[sampleCount]);
_Buffer[sampleCount] = realSample >> 2;
sampleCount++;
realSample += 4;
int SamplePosition = TrueSamplePosition >> 16;
TrueSamplePosition += delta;
int TargetPosition = TrueSamplePosition >> 16;
// Decode forwards...
while (SamplePosition < TargetPosition)
{
SamplePosition++;
realSample = Common::swap16(*src++);
PB.CurAddr += 2;
PB.RemLength--;
if (PB.RemLength == 0)
{
PB.ReachedEnd = 1;
goto restart;
}
}
}
PB.NeedsReset = 0;
@ -404,14 +405,11 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
case 0x0002:
WARN_LOG(DSPHLE, "Synthesizing 0x0002");
break;
// AFC formats
case 0x0005: // AFC with extra low bitrate (32:5 compression). Not yet seen.
WARN_LOG(DSPHLE, "5 byte AFC - does it work?");
case 0x0009: // AFC with normal bitrate (32:9 compression).
RenderVoice_AFC(PB, m_TempBuffer, _Size);
break;
@ -420,18 +418,22 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
//last_remlength = PB.RemLength;
break;
case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD.
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
break;
case 0x0020:
case 0x0021: // Probably raw sound. Important for Zelda WW. Really need to implement - missing it causes hangs.
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
#if 0 // To hear something weird in ZWW, turn this on.
RenderVoice_Raw(PB, m_TempBuffer, _Size);
#else
// This is what 0x20 and 0x21 do on end of voice
PB.RemLength = 0;
PB.KeyOff = 1;
#endif
// Caution: Use at your own risk. Sounds awful :)
//RenderVoice_Raw(PB, m_TempBuffer, _Size);
break;
default: