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synced 2025-07-23 06:09:50 -06:00
Made the volume setting not dependent on numSamples. It moves around a lot and depends on how fast the game run and this volume setting should probably not depend on that. I'm still unsure about the right volume steps and if pb.mixer_control has the target volume.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@839 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -137,26 +137,25 @@ void ADPCM_Loop(AXParamBlock& pb)
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u16 ADPCM_Vol(u16 vol, u16 delta, u16 mixer_control)
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{
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int x = vol;
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if (delta && delta < 0x4000)
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x += delta; // unsure what the right step is
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//x ++;
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//x += 8; //?
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else if (delta && delta > 0x4000)
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//x -= (0x8000 - pb.mixer.unknown); // this didn't work
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x--;
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if (delta && delta < 0x5000)
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x += delta * 20 * 8; // unsure what the right step is
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else if (delta && delta > 0x5000)
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//x -= (0x10000 - delta); // this is to small, it's often 1
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x -= (0x10000 - delta) * 20 * 16; // if this was 20 * 8 the sounds in Fire Emblem and Paper Mario
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// did not have time to go to zero before the were closed
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// make lower limits
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if (x < 0) x = 0;
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// does this make any sense?
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//if (pb.mixer_control < 1000 && x < pb.mixer_control) x = pb.mixer_control;
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if (x < 0) x = 0;
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//if (pb.mixer_control < 1000 && x < pb.mixer_control) x = pb.mixer_control; // does this make
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// any sense?
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// make upper limits
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if (mixer_control > 1000 && x > mixer_control) x = mixer_control; // I don't know if this is correct
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//if (mixer_control > 1000 && x > mixer_control) x = mixer_control; // maybe mixer_control also
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// has a volume target?
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//if (x >= 0x7fff) x = 0x7fff; // this seems a little high
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if (x >= 0x4e20) x = 0x4e20; // add a definitive limit at 20 000
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return x; // update volume
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}
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// ==============
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@ -308,7 +307,8 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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// =======================================================================================
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// Handle no-src streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
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// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
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// makes samplePos update in the correct way.
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// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
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// detect that this setting. Updates did not fix this automatically.
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// ---------------------------------------------------------------------------------------
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// Stream settings
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// src_type = 2 (most other games have src_type = 0)
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@ -329,8 +329,9 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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// =======================================================================================
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// Games that use looping to play non-looping music streams - SSBM has info in all
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// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
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// like any other looping streams the music works. It seems like pb.mixer_control == 0 may
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// identify these types of blocks.
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// like any other looping streams the music works. I'm unsure how we are actually supposed to
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// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
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// identify these types of blocks. Updates did not write any looping values.
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// --------------
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if(
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(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
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@ -344,7 +345,8 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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// =======================================================================================
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// Walk through _iSize
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// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
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// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
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for (int s = 0; s < _iSize; s++)
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{
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int sample = 0;
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@ -405,16 +407,10 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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{
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int x = pb.vol_env.cur_volume;
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x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
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// that use this?
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// that use this? Or how does it work?
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if (x < 0) x = 0;
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if (x >= 0x7fff) x = 0x7fff;
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pb.vol_env.cur_volume = x; // maybe not per sample?? :P
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if(gVolume) // allow us to turn this off in the debugger
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{
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pb.mixer.volume_left = ADPCM_Vol(pb.mixer.volume_left, pb.mixer.unknown, pb.mixer_control);
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pb.mixer.volume_right = ADPCM_Vol(pb.mixer.volume_right, pb.mixer.unknown2, pb.mixer_control);
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}
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}
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int leftmix = pb.mixer.volume_left >> 5;
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@ -446,6 +442,11 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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} // end of the _iSize loop
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// ============
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if(gVolume) // allow us to turn this off in the debugger
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{
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pb.mixer.volume_left = ADPCM_Vol(pb.mixer.volume_left, pb.mixer.unknown, pb.mixer_control);
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pb.mixer.volume_right = ADPCM_Vol(pb.mixer.volume_right, pb.mixer.unknown2, pb.mixer_control);
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}
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pb.src.cur_addr_frac = (u16)frac;
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pb.audio_addr.cur_addr_hi = samplePos >> 16;
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