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https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
DSPHLE: Rename variables in the Zelda UCode to match Dolphin's coding style
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@@ -140,8 +140,8 @@ public:
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u32 Read32()
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{
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u32 res = *(u32*)&m_Buffer[m_readOffset];
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m_readOffset += 4;
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u32 res = *(u32*)&m_buffer[m_read_offset];
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m_read_offset += 4;
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return res;
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}
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@@ -198,52 +198,52 @@ private:
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}
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// These are the only dynamically allocated things allowed in the ucode.
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s32* m_VoiceBuffer;
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s16* m_ResampleBuffer;
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s32* m_LeftBuffer;
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s32* m_RightBuffer;
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s32* m_voice_buffer;
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s16* m_resample_buffer;
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s32* m_left_buffer;
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s32* m_right_buffer;
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// If you add variables, remember to keep DoState() and the constructor up to date.
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s16 m_AFCCoefTable[32];
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s16 m_MiscTable[0x280];
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s16 m_afc_coef_table[32];
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s16 m_misc_table[0x280];
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bool m_bSyncInProgress;
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u32 m_MaxVoice;
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u32 m_SyncFlags[16];
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bool m_sync_in_progress;
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u32 m_max_voice;
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u32 m_sync_flags[16];
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// Used by SMS version
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u32 m_NumSyncMail;
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u32 m_num_sync_mail;
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u32 m_NumVoices;
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u32 m_num_voices;
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bool m_bSyncCmdPending;
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u32 m_CurVoice;
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u32 m_CurBuffer;
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u32 m_NumBuffers;
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bool m_sync_cmd_pending;
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u32 m_current_voice;
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u32 m_current_buffer;
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u32 m_num_buffers;
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// Those are set by command 0x1 (DsetupTable)
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u32 m_VoicePBsAddr;
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u32 m_UnkTableAddr;
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u32 m_AFCCoefTableAddr;
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u32 m_ReverbPBsAddr;
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u32 m_voice_pbs_addr;
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u32 m_unk_table_addr;
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u32 m_afc_coef_table_addr;
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u32 m_reverb_pbs_addr;
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u32 m_RightBuffersAddr;
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u32 m_LeftBuffersAddr;
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u32 m_right_buffers_addr;
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u32 m_left_buffers_addr;
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//u32 m_unkAddr;
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u32 m_pos;
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// Only in SMG ucode
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// Set by command 0xE (DsetDMABaseAddr)
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u32 m_DMABaseAddr;
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u32 m_dma_base_addr;
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// List, buffer management =====================
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u32 m_numSteps;
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bool m_bListInProgress;
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u32 m_num_steps;
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bool m_list_in_progress;
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u32 m_step;
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u8 m_Buffer[1024];
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u8 m_buffer[1024];
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u32 m_readOffset;
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u32 m_read_offset;
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enum EMailState
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{
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@@ -253,12 +253,12 @@ private:
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ReadingSystemMsg
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};
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EMailState m_MailState;
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u16 m_PBMask[0x10];
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EMailState m_mail_state;
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u16 m_pb_mask[0x10];
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u32 m_NumPBs;
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u32 m_PBAddress; // The main param block array
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u32 m_PBAddress2; // 4 smaller param blocks
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u32 m_num_pbs;
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u32 m_pb_address; // The main param block array
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u32 m_pb_address2; // 4 smaller param blocks
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void ExecuteList();
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@@ -158,7 +158,7 @@ void ZeldaUCode::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size
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for (int i = 0; i < 0x50; i++)
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{
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_Buffer[i] = m_MiscTable[address];
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_Buffer[i] = m_misc_table[address];
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ACC0 += PB.RatioInt << 5;
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address = AddValueToReg(address, ((ACC0 >> 16) & 0xffff));
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@@ -277,7 +277,7 @@ void ZeldaUCode::RenderVoice_AFC(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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u32 ram_mask = 1024 * 1024 * 16 - 1;
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if (IsDMAVersion())
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{
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source = Memory::GetPointer(m_DMABaseAddr);
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source = Memory::GetPointer(m_dma_base_addr);
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ram_mask = 1024 * 1024 * 64 - 1;
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}
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else
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@@ -326,7 +326,7 @@ restart:
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u32 prev_addr = PB.CurAddr;
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// Prefill the decode buffer.
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AFCdecodebuffer(m_AFCCoefTable, (char*)(source + (PB.CurAddr & ram_mask)), outbuf, (short*)&PB.YN2, (short*)&PB.YN1, PB.Format);
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AFCdecodebuffer(m_afc_coef_table, (char*)(source + (PB.CurAddr & ram_mask)), outbuf, (short*)&PB.YN2, (short*)&PB.YN1, PB.Format);
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PB.CurAddr += PB.Format; // 9 or 5
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u32 SamplePosition = PB.Length - PB.RemLength;
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@@ -350,7 +350,7 @@ restart:
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prev_yn2 = PB.YN2;
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prev_addr = PB.CurAddr;
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AFCdecodebuffer(m_AFCCoefTable, (char*)(source + (PB.CurAddr & ram_mask)), outbuf, (short*)&PB.YN2, (short*)&PB.YN1, PB.Format);
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AFCdecodebuffer(m_afc_coef_table, (char*)(source + (PB.CurAddr & ram_mask)), outbuf, (short*)&PB.YN2, (short*)&PB.YN1, PB.Format);
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PB.CurAddr += PB.Format; // 9 or 5
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}
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}
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@@ -477,7 +477,7 @@ void ZeldaUCode::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightB
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{
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s32 sample = (s32)(s16)PB.FixedSample;
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for (int i = 0; i < _Size; i++)
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m_VoiceBuffer[i] = sample;
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m_voice_buffer[i] = sample;
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goto ContinueWithBlock; // Yes, a goto. Yes, it's evil, but it makes the flow look much more like the DSP code.
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}
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@@ -498,18 +498,18 @@ void ZeldaUCode::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightB
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{
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case 0x0005: // AFC with extra low bitrate (32:5 compression).
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case 0x0009: // AFC with normal bitrate (32:9 compression).
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RenderVoice_AFC(PB, m_ResampleBuffer + 4, _Size);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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RenderVoice_AFC(PB, m_resample_buffer + 4, _Size);
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Resample(PB, _Size, m_resample_buffer + 4, m_voice_buffer, true);
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break;
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case 0x0008: // PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW.
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RenderVoice_PCM8(PB, m_ResampleBuffer + 4, _Size);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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RenderVoice_PCM8(PB, m_resample_buffer + 4, _Size);
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Resample(PB, _Size, m_resample_buffer + 4, m_voice_buffer, true);
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break;
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case 0x0010: // PCM16 - normal PCM 16-bit audio.
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RenderVoice_PCM16(PB, m_ResampleBuffer + 4, _Size);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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RenderVoice_PCM16(PB, m_resample_buffer + 4, _Size);
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Resample(PB, _Size, m_resample_buffer + 4, m_voice_buffer, true);
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break;
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case 0x0020:
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@@ -517,15 +517,15 @@ void ZeldaUCode::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightB
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// to the output buffer. However, (if we ever see this sound type), we'll
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// have to resample anyway since we're running at a different sample rate.
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RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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RenderVoice_Raw(PB, m_resample_buffer + 4, _Size);
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Resample(PB, _Size, m_resample_buffer + 4, m_voice_buffer, true);
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break;
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case 0x0021:
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// Raw sound from RAM. Important for Zelda WW. Cutscenes use the music
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// to let the game know they ended
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RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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RenderVoice_Raw(PB, m_resample_buffer + 4, _Size);
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Resample(PB, _Size, m_resample_buffer + 4, m_voice_buffer, true);
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break;
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default:
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@@ -540,16 +540,16 @@ void ZeldaUCode::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightB
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// Synthesized sounds
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case 0x0003: WARN_LOG(DSPHLE, "PB Format 0x03 used!");
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case 0x0000: // Example: Magic meter filling up in ZWW
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RenderSynth_RectWave(PB, m_VoiceBuffer, _Size);
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RenderSynth_RectWave(PB, m_voice_buffer, _Size);
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break;
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case 0x0001: // Example: "Denied" sound when trying to pull out a sword indoors in ZWW
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RenderSynth_SawWave(PB, m_VoiceBuffer, _Size);
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RenderSynth_SawWave(PB, m_voice_buffer, _Size);
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break;
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case 0x0006:
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WARN_LOG(DSPHLE, "Synthesizing 0x0006 (constant sound)");
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RenderSynth_Constant(PB, m_VoiceBuffer, _Size);
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RenderSynth_Constant(PB, m_voice_buffer, _Size);
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break;
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// These are more "synth" formats - square wave, saw wave etc.
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@@ -561,12 +561,12 @@ void ZeldaUCode::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightB
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case 0x0007: // Example: "success" SFX in Pikmin 1, Pikmin 2 in a cave, not sure what sound it is.
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case 0x000b: // Example: SFX in area selection menu in Pikmin
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case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW
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RenderSynth_WaveTable(PB, m_VoiceBuffer, _Size);
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RenderSynth_WaveTable(PB, m_voice_buffer, _Size);
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break;
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default:
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// TODO: Implement general decoder here
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memset(m_VoiceBuffer, 0, _Size * sizeof(s32));
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memset(m_voice_buffer, 0, _Size * sizeof(s32));
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ERROR_LOG(DSPHLE, "Unknown MixAddVoice format in zelda %04x", PB.Format);
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break;
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}
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@@ -602,10 +602,10 @@ ContinueWithBlock:
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short AX0H = PB.raw[0x28] & 0x7F;
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short AX1L = AX0L ^ 0x7F;
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short AX1H = AX0H ^ 0x7F;
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AX0L = m_MiscTable[0x200 + AX0L];
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AX0H = m_MiscTable[0x200 + AX0H];
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AX1L = m_MiscTable[0x200 + AX1L];
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AX1H = m_MiscTable[0x200 + AX1H];
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AX0L = m_misc_table[0x200 + AX0L];
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AX0H = m_misc_table[0x200 + AX0H];
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AX1L = m_misc_table[0x200 + AX1L];
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AX1H = m_misc_table[0x200 + AX1H];
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short b00[20];
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b00[0] = AX1L * AX1H >> 16;
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@@ -649,7 +649,7 @@ ContinueWithBlock:
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int ramp = value << 16;
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for (int i = 0; i < _Size; i++)
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{
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int unmixed_audio = m_VoiceBuffer[i];
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int unmixed_audio = m_voice_buffer[i];
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switch (count) {
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case 0: _LeftBuffer[i] += (u64)unmixed_audio * ramp >> 29; break;
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case 1: _RightBuffer[i] += (u64)unmixed_audio * ramp >> 29; break;
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@@ -703,7 +703,7 @@ ContinueWithBlock:
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// 0ca9_RampedMultiplyAddBuffer
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for (int i = 0; i < _Size; i++)
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{
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int value = m_VoiceBuffer[i];
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int value = m_voice_buffer[i];
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// TODO - add to buffer specified by dest_buffer_address
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switch (count)
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@@ -740,40 +740,40 @@ void ZeldaUCode::MixAudio()
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const int BufferSamples = 5 * 16;
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// Final mix buffers
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memset(m_LeftBuffer, 0, BufferSamples * sizeof(s32));
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memset(m_RightBuffer, 0, BufferSamples * sizeof(s32));
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memset(m_left_buffer, 0, BufferSamples * sizeof(s32));
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memset(m_right_buffer, 0, BufferSamples * sizeof(s32));
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// For each PB...
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for (u32 i = 0; i < m_NumVoices; i++)
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for (u32 i = 0; i < m_num_voices; i++)
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{
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if (!IsLightVersion())
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{
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u32 flags = m_SyncFlags[(i >> 4) & 0xF];
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u32 flags = m_sync_flags[(i >> 4) & 0xF];
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if (!(flags & 1 << (15 - (i & 0xF))))
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continue;
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}
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ZeldaVoicePB pb;
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ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
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ReadVoicePB(m_voice_pbs_addr + (i * 0x180), pb);
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if (pb.Status == 0)
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continue;
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if (pb.KeyOff != 0)
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continue;
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RenderAddVoice(pb, m_LeftBuffer, m_RightBuffer, BufferSamples);
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WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
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RenderAddVoice(pb, m_left_buffer, m_right_buffer, BufferSamples);
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WritebackVoicePB(m_voice_pbs_addr + (i * 0x180), pb);
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}
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// Post processing, final conversion.
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s16* left_buffer = (s16*)HLEMemory_Get_Pointer(m_LeftBuffersAddr);
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s16* right_buffer = (s16*)HLEMemory_Get_Pointer(m_RightBuffersAddr);
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left_buffer += m_CurBuffer * BufferSamples;
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right_buffer += m_CurBuffer * BufferSamples;
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s16* left_buffer = (s16*)HLEMemory_Get_Pointer(m_left_buffers_addr);
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s16* right_buffer = (s16*)HLEMemory_Get_Pointer(m_right_buffers_addr);
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left_buffer += m_current_buffer * BufferSamples;
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right_buffer += m_current_buffer * BufferSamples;
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for (int i = 0; i < BufferSamples; i++)
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{
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s32 left = m_LeftBuffer[i];
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s32 right = m_RightBuffer[i];
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s32 left = m_left_buffer[i];
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s32 right = m_right_buffer[i];
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MathUtil::Clamp(&left, -32768, 32767);
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left_buffer[i] = Common::swap16((short)left);
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