Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Henrik Rydgard
1a1faeffd1
More audio microoptimization
2014-12-07 21:14:09 +01:00
Lioncash
f830d5dec7
Core: Mark some functions as const
2014-12-03 15:16:11 -05:00
Henrik Rydgard
d24abb3af0
More GetPointer cleanup. memCardDirectory->memStickDirectory.
2014-10-19 23:20:51 +02:00
Unknown W. Brackets
4702ae0e41
Add breakpoints to most sceAtrac mem access.
2014-09-23 11:33:18 -07:00
Unknown W. Brackets
5c470a1923
Remove bgm and sfx volume settings.
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They don't actually work in all games, and this only confuses users.
Also, the default 7 lowers the volume of audio detected as bgm or sfx, but
not other volume. This means that some audio may have played too loud in
some games by default, which will be fixed by this change.
2014-08-17 14:16:59 -07:00
Henrik Rydgard
c8e719e165
Inline ADSREnvelope::Step (thanks @unknownbrackets)
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(Some compilers want it declared inline in the header too)
2014-03-22 09:31:09 +01:00
Unknown W. Brackets
da1e4a80a6
Tone down sas raw output reporting, found a game.
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Crimson Gem Saga apparently uses this mode.
2014-03-01 15:32:34 -08:00
Unknown W. Brackets
be79670efb
Revert "Smooth SAS resampling when pitch != 0x1000."
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This reverts commit 1efcebb121 .
2014-02-23 08:48:49 -08:00
Unknown W. Brackets
c806ae0982
Revert "Optimize mixing samples at common pitches."
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This reverts commit dd434cd7c5 .
Conflicts:
Core/HW/SasAudio.cpp
2014-02-23 08:48:30 -08:00
Unknown W. Brackets
97e8f36a9b
Revert "Actually use the resample buffer."
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This reverts commit dc5d17971c .
2014-02-23 08:46:33 -08:00
Unknown W. Brackets
d6f203db99
Revert "Reset resample hist on keyon, round up read."
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This reverts commit 3edebbfba9 .
2014-02-23 08:45:46 -08:00
Unknown W. Brackets
3edebbfba9
Reset resample hist on keyon, round up read.
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If we have an uneven pitch, round up so that we get the next sample to
resample in.
2014-02-22 22:38:03 -08:00
Unknown W. Brackets
9cba543a4b
sceSasCoreWithMix() returns an error in raw mode.
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And does not reschedule, specifically.
2014-02-22 08:48:55 -08:00
Unknown W. Brackets
0939065333
Report the raw output mode to find examples.
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I can't find any games actually leaving the output mode at 1.
2014-02-22 08:07:51 -08:00
Unknown W. Brackets
ff920f6af6
Fix sceSas outputMode = 1 (which is not mono.)
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May fix games that played audio only on the left side, or something.
2014-02-22 07:52:18 -08:00
Unknown W. Brackets
a1283644ab
If never set, loop to the first vag block.
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Not the second (0 = second.)
2014-02-19 01:03:11 -08:00
Unknown W. Brackets
a36f7bf267
Fill in predict_nr's above 5, fix clamping.
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We weren't processing vag properly when it hit the edges.
The coefficients were found with testing about 384 samples.
2014-02-19 01:01:56 -08:00
Unknown W. Brackets
11df9dabf9
Add an extra delay to VAG keyon.
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It seems to come in an extra sample late. PCM doesn't.
This corrects timing for VAG samples so they match up exactly. Really
minor, of course...
2014-02-18 23:32:37 -08:00
Unknown W. Brackets
dc5d17971c
Actually use the resample buffer.
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Fixes static in Final Fantasy Tactics music.
2014-02-17 23:23:44 -08:00
Unknown W. Brackets
93060e3aef
Avoid some divisions, just in case.
2014-02-17 23:19:30 -08:00
Unknown W. Brackets
b5bdac211a
Ignore pitch > 0x1000 for pcm.
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It seems to be supported only below 0x1000. Also, drop optimization for
double for now, simpler this way and doesn't seem common?
2014-02-17 21:09:44 -08:00
Unknown W. Brackets
dd434cd7c5
Optimize mixing samples at common pitches.
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Doesn't seem to be a big help but may matter more on mobile.
2014-02-17 21:09:44 -08:00
Unknown W. Brackets
1efcebb121
Smooth SAS resampling when pitch != 0x1000.
2014-02-17 21:09:43 -08:00
Unknown W. Brackets
8ded863231
Reset sampleFrac on keyon.
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Since we're starting the samples over.
2014-02-17 21:09:42 -08:00