ZeldaHLE: Rip out the whole voice processing code. Still boots games, but no sound at all.

This commit is contained in:
Pierre Bourdon
2015-08-14 15:20:29 +02:00
parent a92727e862
commit 22ec258194
8 changed files with 7 additions and 1346 deletions
-3
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@@ -74,9 +74,6 @@ set(SRCS ActionReplay.cpp
HW/DSPHLE/UCodes/ROM.cpp
HW/DSPHLE/UCodes/UCodes.cpp
HW/DSPHLE/UCodes/Zelda.cpp
HW/DSPHLE/UCodes/ZeldaADPCM.cpp
HW/DSPHLE/UCodes/ZeldaSynth.cpp
HW/DSPHLE/UCodes/ZeldaVoice.cpp
HW/DSPHLE/MailHandler.cpp
HW/DSPHLE/DSPHLE.cpp
HW/DSPLLE/DSPDebugInterface.cpp
-3
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@@ -108,9 +108,6 @@
<ClCompile Include="HW\DSPHLE\UCodes\INIT.cpp" />
<ClCompile Include="HW\DSPHLE\UCodes\ROM.cpp" />
<ClCompile Include="HW\DSPHLE\UCodes\Zelda.cpp" />
<ClCompile Include="HW\DSPHLE\UCodes\ZeldaADPCM.cpp" />
<ClCompile Include="HW\DSPHLE\UCodes\ZeldaSynth.cpp" />
<ClCompile Include="HW\DSPHLE\UCodes\ZeldaVoice.cpp" />
<ClCompile Include="HW\DSPLLE\DSPDebugInterface.cpp" />
<ClCompile Include="HW\DSPLLE\DSPHost.cpp" />
<ClCompile Include="HW\DSPLLE\DSPLLE.cpp" />
-9
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@@ -336,15 +336,6 @@
<ClCompile Include="HW\DSPHLE\UCodes\Zelda.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="HW\DSPHLE\UCodes\ZeldaADPCM.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="HW\DSPHLE\UCodes\ZeldaSynth.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="HW\DSPHLE\UCodes\ZeldaVoice.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="HW\DSPHLE\UCodes\UCodes.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
+7 -113
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@@ -23,21 +23,10 @@ ZeldaUCode::ZeldaUCode(DSPHLE *dsphle, u32 crc)
m_current_voice(0),
m_current_buffer(0),
m_num_buffers(0),
m_voice_pbs_addr(0),
m_unk_table_addr(0),
m_reverb_pbs_addr(0),
m_right_buffers_addr(0),
m_left_buffers_addr(0),
m_pos(0),
m_dma_base_addr(0),
m_num_steps(0),
m_list_in_progress(false),
m_step(0),
m_read_offset(0),
m_mail_state(WaitForMail),
m_num_pbs(0),
m_pb_address(0),
m_pb_address2(0)
m_read_offset(0)
{
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
@@ -52,34 +41,11 @@ ZeldaUCode::ZeldaUCode(DSPHLE *dsphle, u32 crc)
DSP::GenerateDSPInterruptFromDSPEmu(DSP::INT_DSP);
m_mail_handler.PushMail(0xF3551111); // handshake
}
m_voice_buffer = new s32[256 * 1024];
m_resample_buffer = new s16[256 * 1024];
m_left_buffer = new s32[256 * 1024];
m_right_buffer = new s32[256 * 1024];
memset(m_buffer, 0, sizeof(m_buffer));
memset(m_sync_flags, 0, sizeof(m_sync_flags));
memset(m_afc_coef_table, 0, sizeof(m_afc_coef_table));
memset(m_pb_mask, 0, sizeof(m_pb_mask));
}
ZeldaUCode::~ZeldaUCode()
{
m_mail_handler.Clear();
delete [] m_voice_buffer;
delete [] m_resample_buffer;
delete [] m_left_buffer;
delete [] m_right_buffer;
}
u8 *ZeldaUCode::GetARAMPointer(u32 address)
{
if (IsDMAVersion())
return Memory::GetPointer(m_dma_base_addr) + address;
else
return DSP::GetARAMPtr() + address;
}
void ZeldaUCode::Update()
@@ -116,7 +82,7 @@ void ZeldaUCode::HandleMail_LightVersion(u32 mail)
{
DSP::GenerateDSPInterruptFromDSPEmu(DSP::INT_DSP);
MixAudio();
// TODO(delroth): Mix audio.
m_current_buffer++;
@@ -176,7 +142,7 @@ void ZeldaUCode::HandleMail_SMSVersion(u32 mail)
m_num_sync_mail = 0;
m_sync_in_progress = false;
MixAudio();
// TODO(delroth): Mix audio.
m_current_buffer++;
@@ -281,7 +247,7 @@ void ZeldaUCode::HandleMail_NormalVersion(u32 mail)
if (m_current_voice >= m_num_voices)
{
MixAudio();
// TODO(delroth): Mix audio.
m_current_buffer++;
@@ -403,63 +369,16 @@ void ZeldaUCode::ExecuteList()
// DsetupTable ... zelda ww jumps to 0x0095
case 0x01:
{
m_num_voices = extra_data;
m_voice_pbs_addr = Read32() & 0x7FFFFFFF;
m_unk_table_addr = Read32() & 0x7FFFFFFF;
m_afc_coef_table_addr = Read32() & 0x7FFFFFFF;
m_reverb_pbs_addr = Read32() & 0x7FFFFFFF; // WARNING: reverb PBs are very different from voice PBs!
// Read the other table
u16 *tmp_ptr = (u16*)Memory::GetPointer(m_unk_table_addr);
for (int i = 0; i < 0x280; i++)
m_misc_table[i] = (s16)Common::swap16(tmp_ptr[i]);
// Read AFC coef table
tmp_ptr = (u16*)Memory::GetPointer(m_afc_coef_table_addr);
for (int i = 0; i < 32; i++)
m_afc_coef_table[i] = (s16)Common::swap16(tmp_ptr[i]);
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "Num voice param blocks: %i", m_num_voices);
DEBUG_LOG(DSPHLE, "Voice param blocks address: 0x%08x", m_voice_pbs_addr);
// This points to some strange data table. Don't know yet what it's for. Reverb coefs?
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", m_unk_table_addr);
// Zelda WW: This points to a 64-byte array of coefficients, which are EXACTLY the same
// as the AFC ADPCM coef array in decode.c of the in_cube winamp plugin,
// which can play Zelda audio. So, these should definitely be used when decoding AFC.
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", m_afc_coef_table_addr);
DEBUG_LOG(DSPHLE, "Reverb param blocks address: 0x%08x", m_reverb_pbs_addr);
}
Read32(); Read32(); Read32(); Read32();
break;
// SyncFrame ... zelda ww jumps to 0x0243
case 0x02:
{
m_sync_cmd_pending = true;
m_current_buffer = 0;
m_num_buffers = (cmd_mail >> 16) & 0xFF;
// Addresses for right & left buffers in main memory
// Each buffer is 160 bytes long. The number of (both left & right) buffers
// is set by the first mail of the list.
m_left_buffers_addr = Read32() & 0x7FFFFFFF;
m_right_buffers_addr = Read32() & 0x7FFFFFFF;
DEBUG_LOG(DSPHLE, "DsyncFrame");
// These alternate between three sets of mixing buffers. They are all three fairly near,
// but not at, the ADMA read addresses.
DEBUG_LOG(DSPHLE, "Right buffer address: 0x%08x", m_right_buffers_addr);
DEBUG_LOG(DSPHLE, "Left buffer address: 0x%08x", m_left_buffers_addr);
Read32(); Read32();
if (IsLightVersion())
break;
else
return;
}
// Simply sends the sync messages
@@ -485,11 +404,7 @@ void ZeldaUCode::ExecuteList()
// This opcode, in the SMG ucode, sets the base address for audio data transfers from main memory (using DMA).
// In the Zelda ucode, it is dummy, because this ucode uses accelerator for audio data transfers.
case 0x0e:
{
m_dma_base_addr = Read32() & 0x7FFFFFFF;
DEBUG_LOG(DSPHLE, "DsetDMABaseAddr");
DEBUG_LOG(DSPHLE, "DMA base address: 0x%08x", m_dma_base_addr);
}
Read32();
break;
// default ... zelda ww jumps to 0x0043
@@ -521,9 +436,6 @@ u32 ZeldaUCode::GetUpdateMs()
void ZeldaUCode::DoState(PointerWrap &p)
{
p.Do(m_afc_coef_table);
p.Do(m_misc_table);
p.Do(m_sync_in_progress);
p.Do(m_max_voice);
p.Do(m_sync_flags);
@@ -537,17 +449,6 @@ void ZeldaUCode::DoState(PointerWrap &p)
p.Do(m_current_buffer);
p.Do(m_num_buffers);
p.Do(m_voice_pbs_addr);
p.Do(m_unk_table_addr);
p.Do(m_afc_coef_table_addr);
p.Do(m_reverb_pbs_addr);
p.Do(m_right_buffers_addr);
p.Do(m_left_buffers_addr);
p.Do(m_pos);
p.Do(m_dma_base_addr);
p.Do(m_num_steps);
p.Do(m_list_in_progress);
p.Do(m_step);
@@ -555,12 +456,5 @@ void ZeldaUCode::DoState(PointerWrap &p)
p.Do(m_read_offset);
p.Do(m_mail_state);
p.Do(m_pb_mask);
p.Do(m_num_pbs);
p.Do(m_pb_address);
p.Do(m_pb_address2);
DoStateShared(p);
}
-187
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@@ -7,113 +7,6 @@
#include "Common/CommonTypes.h"
#include "Core/HW/DSPHLE/UCodes/UCodes.h"
// Obviously missing things that must be in here, somewhere among the "unknown":
// * Volume
// * L/R Pan
// * (probably) choice of resampling algorithm (point, linear, cubic)
union ZeldaVoicePB
{
struct
{
// Read-Write part
u16 Status; // 0x00 | 1 = play, 0 = stop
u16 KeyOff; // 0x01 | writing 1 stops voice?
u16 RatioInt; // 0x02 | Position delta (playback speed)
u16 Unk03; // 0x03 | unknown
u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
u16 ReachedEnd; // 0x05 | set to 1 when end reached
u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
u16 Unk07; // 0x07 | unknown, in zelda always 0x0010. Something to do with number of saved samples (0x68)?
u16 SoundType; // 0x08 | "Sound type": so far in zww: 0x0d00 for music (volume mode 0), 0x4861 for sfx (volume mode 1)
u16 volumeLeft1; // 0x09 | Left Volume 1 // There's probably two of each because they should be ramped within each frame.
u16 volumeLeft2; // 0x0A | Left Volume 2
u16 Unk0B; // 0x0B | unknown
u16 SoundType2; // 0x0C | "Sound type" 2 (not really sound type)
u16 volumeRight1; // 0x0D | Right Volume 1
u16 volumeRight2; // 0x0E | Right Volume 2
u16 Unk0F; // 0x0F | unknown
u16 SoundType3; // 0x10 | "Sound type" 3 (not really sound type)
u16 volumeUnknown1_1; // 0x11 | Unknown Volume 1
u16 volumeUnknown1_2; // 0x12 | Unknown Volume 1
u16 Unk13; // 0x13 | unknown
u16 SoundType4; // 0x14 | "Sound type" 4 (not really sound type)
u16 volumeUnknown2_1; // 0x15 | Unknown Volume 2
u16 volumeUnknown2_2; // 0x16 | Unknown Volume 2
u16 Unk17; // 0x17 | unknown
u16 Unk18[0x10]; // 0x18 | unknown
u16 Unk28; // 0x28 | unknown
u16 Unk29; // 0x29 | unknown // multiplied by 0x2a @ 0d21/ZWW
u16 Unk2a; // 0x2A | unknown // loaded at 0d2e/ZWW
u16 Unk2b; // 0x2B | unknown
u16 VolumeMode; // 0x2C | unknown // See 0337/ZWW
u16 Unk2D; // 0x2D | unknown
u16 Unk2E; // 0x2E | unknown
u16 Unk2F; // 0x2F | unknown
u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
u16 Unk31; // 0x31 | unknown / unused
u16 CurBlock; // 0x32 | current block? used by zelda's AFC decoder. we don't need it.
u16 FixedSample; // 0x33 | sample value for "blank" voices
u32 RestartPos; // 0x34 | restart pos / "loop start offset"
u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
u32 CurAddr; // 0x38 | current address
u32 RemLength; // 0x3A | remaining length
u16 ResamplerOldData[4]; // 0x3C | The resampler stores the last 4 decoded samples here from the previous frame, so that the filter kernel has something to read before the start of the buffer.
u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
u16 Unk58[0x8]; // 0x58 |
u16 Unk60[0x6]; // 0x60 |
u16 YN2; // 0x66 | YN2
u16 YN1; // 0x67 | YN1
u16 Unk68[0x10]; // 0x68 | Saved samples from last decode?
u16 FilterState1; // 0x78 | unknown // ZWW: 0c84_FilterBufferInPlace loads and stores. Simply, the filter state.
u16 FilterState2; // 0x79 | unknown // ZWW: same as above. these two are active if 0x04a8 != 0.
u16 Unk7A; // 0x7A | unknown
u16 Unk7B; // 0x7B | unknown
u16 Unk7C; // 0x7C | unknown
u16 Unk7D; // 0x7D | unknown
u16 Unk7E; // 0x7E | unknown
u16 Unk7F; // 0x7F | unknown
// Read-only part
u16 Format; // 0x80 | audio format
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
u16 LoopYN1; // 0x82 | YN1 reload (when AFC loops)
u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops)
u16 Unk84; // 0x84 | IIR Filter # coefs?
u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3)
u16 Unk86; // 0x86 | unknown
u16 Unk87; // 0x87 | unknown
u32 LoopStartPos; // 0x88 | loopstart pos
u32 Length; // 0x8A | sound length
u32 StartAddr; // 0x8C | sound start address
u32 UnkAddr; // 0x8E | ???
u16 Padding[0x10]; // 0x90 | padding
u16 Padding2[0x8]; // 0xa0 | FIR filter coefs of some sort (0xa4 controls the appearance of 0xa5-0xa7 and is almost always 0x7FFF)
u16 FilterEnable; // 0xa8 | FilterBufferInPlace enable
u16 Padding3[0x7]; // 0xa9 | padding
u16 Padding4[0x10]; // 0xb0 | padding
};
u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
};
union ZeldaUnkPB
{
struct
{
u16 Control; // 0x00 | control
u16 Unk01; // 0x01 | unknown
u32 SrcAddr; // 0x02 | some address
u16 Unk04[0xC]; // 0x04 | unknown
};
u16 raw[16];
};
class ZeldaUCode : public UCodeInterface
{
public:
@@ -127,17 +20,8 @@ public:
void HandleMail_NormalVersion(u32 mail);
void Update() override;
void CopyPBsFromRAM();
void CopyPBsToRAM();
void DoState(PointerWrap &p) override;
int *templbuffer;
int *temprbuffer;
// Simple dump ...
int DumpAFC(u8* pIn, const int size, const int srate);
u32 Read32()
{
u32 res = *(u32*)&m_buffer[m_read_offset];
@@ -197,17 +81,6 @@ private:
}
}
// These are the only dynamically allocated things allowed in the ucode.
s32* m_voice_buffer;
s16* m_resample_buffer;
s32* m_left_buffer;
s32* m_right_buffer;
// If you add variables, remember to keep DoState() and the constructor up to date.
s16 m_afc_coef_table[32];
s16 m_misc_table[0x280];
bool m_sync_in_progress;
u32 m_max_voice;
u32 m_sync_flags[16];
@@ -222,21 +95,6 @@ private:
u32 m_current_buffer;
u32 m_num_buffers;
// Those are set by command 0x1 (DsetupTable)
u32 m_voice_pbs_addr;
u32 m_unk_table_addr;
u32 m_afc_coef_table_addr;
u32 m_reverb_pbs_addr;
u32 m_right_buffers_addr;
u32 m_left_buffers_addr;
//u32 m_unkAddr;
u32 m_pos;
// Only in SMG ucode
// Set by command 0xE (DsetDMABaseAddr)
u32 m_dma_base_addr;
// List, buffer management =====================
u32 m_num_steps;
bool m_list_in_progress;
@@ -245,50 +103,5 @@ private:
u32 m_read_offset;
enum EMailState
{
WaitForMail,
ReadingFrameSync,
ReadingMessage,
ReadingSystemMsg
};
EMailState m_mail_state;
u16 m_pb_mask[0x10];
u32 m_num_pbs;
u32 m_pb_address; // The main param block array
u32 m_pb_address2; // 4 smaller param blocks
void ExecuteList();
u8 *GetARAMPointer(u32 address);
// AFC decoder
static void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type);
void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);
// Voice formats
void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderVoice_PCM8(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_AFC(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_Raw(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);
int ConvertRatio(int pb_ratio);
int SizeForResampling(ZeldaVoicePB &PB, int size);
// Renders a voice and mixes it into LeftBuffer, RightBuffer
void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
void MixAudio();
};
@@ -1,68 +0,0 @@
// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Core/HW/DSPHLE/UCodes/Zelda.h"
void ZeldaUCode::AFCdecodebuffer(const s16 *coef, const char *src, signed short *out, short *histp, short *hist2p, int type)
{
// First 2 nibbles are ADPCM scale etc.
short delta = 1 << (((*src) >> 4) & 0xf);
short idx = (*src) & 0xf;
src++;
short nibbles[16];
if (type == 9)
{
for (int i = 0; i < 16; i += 2)
{
nibbles[i + 0] = *src >> 4;
nibbles[i + 1] = *src & 15;
src++;
}
for (auto& nibble : nibbles)
{
if (nibble >= 8)
nibble = nibble - 16;
nibble <<= 11;
}
}
else
{
// In Pikmin, Dolphin's engine sound is using AFC type 5, even though such a sound is hard
// to compare, it seems like to sound exactly like a real GC
// In Super Mario Sunshine, you can get such a sound by talking to/jumping on anyone
for (int i = 0; i < 16; i += 4)
{
nibbles[i + 0] = (*src >> 6) & 0x03;
nibbles[i + 1] = (*src >> 4) & 0x03;
nibbles[i + 2] = (*src >> 2) & 0x03;
nibbles[i + 3] = (*src >> 0) & 0x03;
src++;
}
for (auto& nibble : nibbles)
{
if (nibble >= 2)
nibble = nibble - 4;
nibble <<= 13;
}
}
short hist = *histp;
short hist2 = *hist2p;
for (int i = 0; i < 16; i++)
{
int sample = delta * nibbles[i] + ((int)hist * coef[idx * 2]) + ((int)hist2 * coef[idx * 2 + 1]);
sample >>= 11;
MathUtil::Clamp(&sample, -32768, 32767);
out[i] = sample;
hist2 = hist;
hist = (short)sample;
}
*histp = hist;
*hist2p = hist2;
}
@@ -1,173 +0,0 @@
// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cmath>
#include "Core/HW/DSPHLE/UCodes/UCodes.h"
#include "Core/HW/DSPHLE/UCodes/Zelda.h"
void ZeldaUCode::RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
s64 ratio = ((s64)PB.RatioInt << 16) * 16;
s64 TrueSamplePosition = PB.CurSampleFrac;
// PB.Format == 0x3 -> Rectangular Wave, 0x0 -> Square Wave
unsigned int mask = PB.Format ? 3 : 1;
// int shift = PB.Format ? 2 : 1; // Unused?
u32 pos[2] = {0, 0};
int i = 0;
if (PB.KeyOff != 0)
return;
if (PB.NeedsReset)
{
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
PB.ReachedEnd = 0;
}
_lRestart:
if (PB.ReachedEnd)
{
PB.ReachedEnd = 0;
if (PB.RepeatMode == 0)
{
PB.KeyOff = 1;
PB.RemLength = 0;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1) + PB.Length;
return;
}
else
{
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
pos[1] = 0; pos[0] = 0;
}
}
while (i < _Size)
{
s16 sample = ((pos[1] & mask) == mask) ? 0xc000 : 0x4000;
TrueSamplePosition += (ratio >> 16);
_Buffer[i++] = (s32)sample;
(*(u64*)&pos) += ratio;
if ((pos[1] + ((PB.CurAddr - PB.StartAddr) >> 1)) >= PB.Length)
{
PB.ReachedEnd = 1;
goto _lRestart;
}
}
if (PB.RemLength < pos[1])
{
PB.RemLength = 0;
PB.ReachedEnd = 1;
}
else
{
PB.RemLength -= pos[1];
}
PB.CurSampleFrac = TrueSamplePosition & 0xFFFF;
}
void ZeldaUCode::RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
s32 ratio = (s32)ceil((float)PB.RatioInt / 3);
s64 pos = PB.CurSampleFrac;
for (int i = 0; i < _Size; i++)
{
pos += ratio;
_Buffer[i] = pos & 0xFFFF;
}
PB.CurSampleFrac = pos & 0xFFFF;
}
void ZeldaUCode::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
// TODO: Header, footer
for (int i = 0; i < _Size; i++)
_Buffer[i] = (s32)PB.RatioInt;
}
// A piece of code from LLE so we can see how the wrap register affects the sound
inline u16 AddValueToReg(u32 ar, s32 ix)
{
u32 wr = 0x3f;
u32 mx = (wr | 1) << 1;
u32 nar = ar + ix;
u32 dar = (nar ^ ar ^ ix) & mx;
if (ix >= 0)
{
if (dar > wr) //overflow
nar -= wr + 1;
}
else
{
if ((((nar + wr + 1) ^ nar) & dar) <= wr) //underflow or below min for mask
nar += wr + 1;
}
return nar;
}
void ZeldaUCode::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
u16 address;
switch (PB.Format)
{
default:
case 0x0004:
address = 0x140;
break;
case 0x0007:
address = 0x100;
break;
case 0x000b:
address = 0x180;
break;
case 0x000c:
address = 0x1c0;
break;
}
// TODO: Resample this!
INFO_LOG(DSPHLE, "Synthesizing the incomplete format 0x%04x", PB.Format);
u64 ACC0 = PB.CurSampleFrac << 6;
ACC0 &= 0xffff003fffffULL;
address = AddValueToReg(address, ((ACC0 >> 16) & 0xffff));
ACC0 &= 0xffff0000ffffULL;
for (int i = 0; i < 0x50; i++)
{
_Buffer[i] = m_misc_table[address];
ACC0 += PB.RatioInt << 5;
address = AddValueToReg(address, ((ACC0 >> 16) & 0xffff));
ACC0 &= 0xffff0000ffffULL;
}
ACC0 += address << 16;
PB.CurSampleFrac = (ACC0 >> 6) & 0xffff;
}
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