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Remove UCode_AX_ADPCM.h, now useless (incorporated into UCode_AX_Voice.h)
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@ -461,7 +461,6 @@
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX.h" />
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXStructs.h" />
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.h" />
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_ADPCM.h" />
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Voice.h" />
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_CARD.h" />
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_GBA.h" />
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@ -727,9 +727,6 @@
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX.h">
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<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_ADPCM.h">
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<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
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</ClInclude>
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<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Voice.h">
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<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
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</ClInclude>
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@ -1,92 +0,0 @@
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// Copyright (C) 2003 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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#ifndef _UCODE_AX_ADPCM_H
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#define _UCODE_AX_ADPCM_H
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#include "../../DSP.h"
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static inline s16 ADPCM_Step(PBADPCMInfo &adpcm, u32& samplePos, u32 newSamplePos, u16 frac)
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{
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while (samplePos < newSamplePos)
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{
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if ((samplePos & 15) == 0)
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{
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adpcm.pred_scale = DSP::ReadARAM((samplePos & ~15) >> 1);
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samplePos += 2;
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newSamplePos += 2;
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}
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int scale = 1 << (adpcm.pred_scale & 0xF);
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int coef_idx = (adpcm.pred_scale >> 4) & 7;
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s32 coef1 = adpcm.coefs[coef_idx * 2 + 0];
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s32 coef2 = adpcm.coefs[coef_idx * 2 + 1];
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int temp = (samplePos & 1) ?
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(DSP::ReadARAM(samplePos >> 1) & 0xF) :
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(DSP::ReadARAM(samplePos >> 1) >> 4);
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if (temp >= 8)
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temp -= 16;
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// 0x400 = 0.5 in 11-bit fixed point
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int val = (scale * temp) + ((0x400 + coef1 * adpcm.yn1 + coef2 * adpcm.yn2) >> 11);
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if (val > 0x7FFF)
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val = 0x7FFF;
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else if (val < -0x7FFF)
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val = -0x7FFF;
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adpcm.yn2 = adpcm.yn1;
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adpcm.yn1 = val;
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samplePos++;
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}
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return adpcm.yn1;
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}
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// TODO: WTF is going on here?!?
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// Volume control (ramping)
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static inline u16 ADPCM_Vol(u16 vol, u16 delta)
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{
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int x = vol;
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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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//x += 1 * 20 * 8;
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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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//x -= 1 * 20 * 16;
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// make lower limits
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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; // 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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if (x >= 0x8000) x = 0x8000; // clamp to 32768;
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return x; // update volume
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}
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#endif // _UCODE_AX_ADPCM_H
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