mirror of
https://github.com/izzy2lost/Ghostship.git
synced 2026-06-19 01:17:03 -07:00
Fixed audio and reverted ingame_menu until jp rom extraction fully works
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Submodule libultraship updated: 8ba2cdddb2...4dad08318a
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@@ -1188,9 +1188,9 @@ void audio_reset_session(void) {
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#endif
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#else
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reverbWindowSize = preset->reverbWindowSize;
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gAiFrequency = GameEngine_GetSampleRate();
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// gAiFrequency = GameEngine_GetSampleRate();
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gMaxSimultaneousNotes = preset->maxSimultaneousNotes;
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gSamplesPerFrameTarget = ALIGN16(gAiFrequency / 60);
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gSamplesPerFrameTarget = GameEngine_GetSampleRate() / 60;
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gReverbDownsampleRate = preset->reverbDownsampleRate;
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switch (gReverbDownsampleRate) {
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@@ -605,9 +605,9 @@ void process_notes(void) {
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scale = note->adsrVolScale;
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frequency *= note->vibratoFreqScale * note->portamentoFreqScale;
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cap = 3.99992f;
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if (gAiFrequency != 32006) {
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frequency *= US_FLOAT(32000.0) / (f32) gAiFrequency;
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}
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// if (gAiFrequency != 32006) {
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// frequency *= US_FLOAT(32000.0) / (f32) gAiFrequency;
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// }
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frequency = (frequency < cap ? frequency : cap);
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scale *= 4.3498e-5f; // ~1 / 23000
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velocity = velocity * scale * scale;
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+520
-304
File diff suppressed because it is too large
Load Diff
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@@ -95,7 +95,7 @@ void GameEngine::HandleAudioThread(){
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int samples_left = AudioPlayerBuffered();
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u32 num_audio_samples = samples_left < AudioPlayerGetDesiredBuffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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s16 audio_buffer[SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3];
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s16 audio_buffer[SAMPLES_PER_FRAME];
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
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}
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@@ -158,6 +158,10 @@ extern "C" uint32_t GameEngine_GetSampleRate() {
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return player->GetSampleRate();
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}
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extern "C" uint32_t GameEngine_GetSamplesPerFrame(){
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return SAMPLES_PER_FRAME;
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}
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// End
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extern "C" float GameEngine_GetAspectRatio() {
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@@ -8,6 +8,7 @@
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#define SAMPLES_LOW 528
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#define AUDIO_FRAMES_PER_UPDATE 2
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#define NUM_AUDIO_CHANNELS 2
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#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
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struct CtlEntry;
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struct AudioBankSample;
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@@ -37,6 +38,7 @@ class GameEngine {
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#else
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uint32_t GameEngine_GetSampleRate();
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uint32_t GameEngine_GetSamplesPerFrame();
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float GameEngine_GetAspectRatio();
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struct CtlEntry* GameEngine_LoadBank(uint8_t bankId);
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uint8_t GameEngine_IsBankLoaded(uint8_t bankId);
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