Fixed audio and reverted ingame_menu until jp rom extraction fully works

This commit is contained in:
KiritoDv
2023-09-22 15:54:09 -06:00
parent 6227e623ed
commit 31f3e7b61d
6 changed files with 533 additions and 311 deletions
+2 -2
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@@ -1188,9 +1188,9 @@ void audio_reset_session(void) {
#endif
#else
reverbWindowSize = preset->reverbWindowSize;
gAiFrequency = GameEngine_GetSampleRate();
// gAiFrequency = GameEngine_GetSampleRate();
gMaxSimultaneousNotes = preset->maxSimultaneousNotes;
gSamplesPerFrameTarget = ALIGN16(gAiFrequency / 60);
gSamplesPerFrameTarget = GameEngine_GetSampleRate() / 60;
gReverbDownsampleRate = preset->reverbDownsampleRate;
switch (gReverbDownsampleRate) {
+3 -3
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@@ -605,9 +605,9 @@ void process_notes(void) {
scale = note->adsrVolScale;
frequency *= note->vibratoFreqScale * note->portamentoFreqScale;
cap = 3.99992f;
if (gAiFrequency != 32006) {
frequency *= US_FLOAT(32000.0) / (f32) gAiFrequency;
}
// if (gAiFrequency != 32006) {
// frequency *= US_FLOAT(32000.0) / (f32) gAiFrequency;
// }
frequency = (frequency < cap ? frequency : cap);
scale *= 4.3498e-5f; // ~1 / 23000
velocity = velocity * scale * scale;
+520 -304
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File diff suppressed because it is too large Load Diff
+5 -1
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@@ -95,7 +95,7 @@ void GameEngine::HandleAudioThread(){
int samples_left = AudioPlayerBuffered();
u32 num_audio_samples = samples_left < AudioPlayerGetDesiredBuffered() ? SAMPLES_HIGH : SAMPLES_LOW;
s16 audio_buffer[SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3];
s16 audio_buffer[SAMPLES_PER_FRAME];
for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
}
@@ -158,6 +158,10 @@ extern "C" uint32_t GameEngine_GetSampleRate() {
return player->GetSampleRate();
}
extern "C" uint32_t GameEngine_GetSamplesPerFrame(){
return SAMPLES_PER_FRAME;
}
// End
extern "C" float GameEngine_GetAspectRatio() {
+2
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@@ -8,6 +8,7 @@
#define SAMPLES_LOW 528
#define AUDIO_FRAMES_PER_UPDATE 2
#define NUM_AUDIO_CHANNELS 2
#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
struct CtlEntry;
struct AudioBankSample;
@@ -37,6 +38,7 @@ class GameEngine {
#else
uint32_t GameEngine_GetSampleRate();
uint32_t GameEngine_GetSamplesPerFrame();
float GameEngine_GetAspectRatio();
struct CtlEntry* GameEngine_LoadBank(uint8_t bankId);
uint8_t GameEngine_IsBankLoaded(uint8_t bankId);