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Highly experimental synth for zelda ucode.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3629 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -174,6 +174,10 @@ private:
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void MixAddVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void MixAddVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void MixAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
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void MixAddSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void MixAddSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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};
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#endif
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@ -0,0 +1,46 @@
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "../Globals.h"
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#include "UCodes.h"
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#include "UCode_Zelda.h"
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#include "UCode_Zelda_ADPCM.h"
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#include "../main.h"
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#include "Mixer.h"
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void CUCode_Zelda::MixAddSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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int mask = PB.Format ? 3 : 1;
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for (int i = 0; i < _Size; i++)
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{
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s16 sample = (i & mask) ? 0xc000 : 0x4000;
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_Buffer[i++] = (s32)sample;
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}
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}
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void CUCode_Zelda::MixAddSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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for (int i = 0; i < _Size; i++)
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_Buffer[i++] = (s32)PB.RatioInt;
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}
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@ -1,4 +1,4 @@
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// Copyright (C) 2003-2008 Dolphin Project.
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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@ -281,6 +281,22 @@ void CUCode_Zelda::MixAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBu
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{
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switch (PB.Format)
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{
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// Synthesized sounds
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case 0x0000:
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case 0x0001: // Used for "Denied" sound in Zelda
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//MixAddSynth_Waveform(PB, m_TempBuffer, _Size);
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break;
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case 0x0006:
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//MixAddSynth_Waveform(PB, m_TempBuffer, _Size);
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break;
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// These are more "synth" formats - square wave, saw wave etc.
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case 0x0002:
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return;
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// AFC formats
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case 0x0005: // AFC with extra low bitrate (32:5 compression). Not yet seen.
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WARN_LOG(DSPHLE, "5 byte AFC - does it work?");
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@ -292,11 +308,6 @@ void CUCode_Zelda::MixAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBu
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MixAddVoice_PCM16(PB, m_TempBuffer, _Size);
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break;
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// These are "synth" formats - square wave, saw wave etc.
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case 0x0000:
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case 0x0001: // Used for "Denied" sound in Zelda
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case 0x0002:
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return;
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case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD.
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case 0x0020:
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