More configuration parameters to help console performance

This commit is contained in:
gheskett
2021-08-05 00:02:00 -05:00
parent 82334f790b
commit 382b50541a
4 changed files with 68 additions and 24 deletions

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@@ -155,7 +155,7 @@
#define IA8_COINS
// Use a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs.
//#define BETTER_REVERB
#define BETTER_REVERB
// If you want to change the extended boundaries mode, go to engine/extended_bounds.h and change EXTENDED_BOUNDS_MODE

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@@ -1240,9 +1240,9 @@ void audio_reset_session(void) {
gReverbDownsampleRate = preset->reverbDownsampleRate;
#ifdef BETTER_REVERB
if (gIsConsole)
reverbConsole = betterReverbConsoleDownsample; // Console!
reverbConsole = betterReverbDownsampleConsole; // Console!
else
reverbConsole = betterReverbEmulatorDownsample; // Setting this to 1 is REALLY slow, please use sparingly!
reverbConsole = betterReverbDownsampleEmulator; // Setting this to 1 is REALLY slow, please use sparingly!
if (reverbConsole <= 0) {
reverbConsole = 1;

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@@ -8,6 +8,7 @@
#include "seqplayer.h"
#include "internal.h"
#include "external.h"
#include "game/game_init.h"
#define DMEM_ADDR_TEMP 0x0
@@ -57,18 +58,34 @@
// You can change this value before audio_reset_session gets called if different levels can tolerate the demand better than others or just have different reverb goals.
// A higher downsample value hits the game's frequency limit sooner, which can cause the reverb sometimes to be off pitch. This is a vanilla level issue (and also counter intuitive).
// Higher downsample values also result in slightly shorter reverb decay times.
s8 betterReverbConsoleDownsample = 3;
s8 betterReverbDownsampleConsole = 3;
// Most emulators can handle a default value of 2, but 3 may be advisable in some cases if targeting older emulators (e.g. PJ64 1.6). Setting this to -1 also uses vanilla reverb.
// Using a value of 1 is not recommended except in very specific situations. If you do decide to use 1 here, you must adjust BETTER_REVERB_SIZE appropriately.
// You can change this value before audio_reset_session gets called if different levels can tolerate the demand better than others or just have different reverb goals.
// A higher downsample value hits the game's frequency limit sooner, which can cause the reverb sometimes to be off pitch. This is a vanilla level issue (and also counter intuitive).
// Higher downsample values also result in slightly shorter reverb decay times.
s8 betterReverbEmulatorDownsample = 2;
s8 betterReverbDownsampleEmulator = 2;
// This value represents the number of filters to use with the reverb. This can be decreased to improve performance, but at the cost of a lesser presence of reverb in the final audio.
// Filter count should always be a multiple of 3. Never ever set this value to be greater than NUM_ALLPASS.
// Setting this to 3 will only generate reverb in one channel, and setting it to anything less 0 will disable reverb outright.
// This can be changed at any time, but is best set when calling audio_reset_session.
u32 reverbFilterCountConsole = NUM_ALLPASS - 3;
// This value represents the number of filters to use with the reverb. This can be decreased to improve performance, but at the cost of a lesser presence of reverb in the final audio.
// Filter count should always be a multiple of 3. Never ever set this value to be greater than NUM_ALLPASS.
// Setting this to 3 will only generate reverb in one channel, and setting it to anything less 0 will disable reverb outright.
// This can be changed at any time, but is best set when calling audio_reset_session.
u32 reverbFilterCountEmulator = NUM_ALLPASS;
// Set this to TRUE to use mono over stereo for reverb. This should increase performance, but at the cost of a less fullfilling reverb experience.
// This can be changed at any time, but is best set when calling audio_reset_session.
u8 monoReverb = FALSE;
u8 monoReverbConsole = FALSE;
// Set this to TRUE to use mono over stereo for reverb. This should increase performance, but at the cost of a less fullfilling reverb experience.
// This can be changed at any time, but is best set when calling audio_reset_session.
u8 monoReverbEmulator = FALSE;
// This value controls the size of the reverb buffer. It affects the global reverb delay time. This variable is one of the easiest to control.
// It is not recommended setting this to values greater than 0x1000 * 2^(downsample factor - 1), as you run the risk of running into a memory issue (though this is far from a guarantee).
@@ -110,15 +127,16 @@ const s32 delaysBaseline[NUM_ALLPASS] = {
};
// These values affect reverb decay depending on the filter index; can be messed with at any time
const s32 reverbMults[2][NUM_ALLPASS / 3] = {
{0xD2, 0x6E, 0x36, 0x1F}, // Left Channel
{0x38, 0x26, 0xCF, 0x71} // Right Channel
};
s32 reverbMultsL[NUM_ALLPASS / 3] = {0xD2, 0x6E, 0x36, 0x1F};
s32 reverbMultsR[NUM_ALLPASS / 3] = {0x26, 0xCF, 0x71, 0x38};
/* -----------------------------------------------------------------------END REVERB PARAMETERS----------------------------------------------------------------------- */
// Do not touch these values.
// Do not touch these values manually, unless you want potential for problems.
u32 reverbFilterCount = NUM_ALLPASS;
u32 reverbFilterRightChIdx = 6;
u8 monoReverb = FALSE;
u8 toggleBetterReverb = TRUE;
s32 allpassIdx[NUM_ALLPASS] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
s32 tmpBufL[NUM_ALLPASS] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
@@ -177,20 +195,20 @@ inline void reverb_samples(s16 *outSampleL, s16 *outSampleR, s32 inSampleL, s32
u8 k = 0;
s32 outTmpL = 0;
s32 outTmpR = 0;
s32 tmpCarryoverL = ((tmpBufL[NUM_ALLPASS-1] * gReverbRevIndex) / 256) + inSampleL; // Unique to left channel
s32 tmpCarryoverR = ((tmpBufR[NUM_ALLPASS-1] * gReverbRevIndex) / 256);
s32 tmpCarryoverL = ((tmpBufL[reverbFilterCount-1] * gReverbRevIndex) / 256) + inSampleL; // Unique to left channel
s32 tmpCarryoverR = ((tmpBufR[reverbFilterCount-1] * gReverbRevIndex) / 256);
for (; i < NUM_ALLPASS; ++i, ++j) {
for (; i < reverbFilterCount; ++i, ++j) {
tmpBufL[i] = delayBufsL[i][allpassIdx[i]];
tmpBufR[i] = delayBufsR[i][allpassIdx[i]];
if (j == 2) {
j = -1;
outTmpL += (tmpBufL[i] * reverbMults[0][k]) / 256;
outTmpR += (tmpBufR[i] * reverbMults[1][k++]) / 256;
outTmpL += (tmpBufL[i] * reverbMultsL[k]) / 256;
outTmpR += (tmpBufR[i] * reverbMultsR[k++]) / 256;
delayBufsL[i][allpassIdx[i]] = tmpCarryoverL;
delayBufsR[i][allpassIdx[i]] = tmpCarryoverR;
if (i != NUM_ALLPASS - 1) {
if (i != reverbFilterCount - 1) {
tmpCarryoverL = (tmpBufL[i] * gReverbRevIndex) / 256;
tmpCarryoverR = (tmpBufR[i] * gReverbRevIndex) / 256;
}
@@ -199,7 +217,7 @@ inline void reverb_samples(s16 *outSampleL, s16 *outSampleR, s32 inSampleL, s32
delayBufsL[i][allpassIdx[i]] = (tmpBufL[i] * (-gReverbGainIndex)) / 256 + tmpCarryoverL;
delayBufsR[i][allpassIdx[i]] = (tmpBufR[i] * (-gReverbGainIndex)) / 256 + tmpCarryoverR;
if (i == 6)
if (i == reverbFilterRightChIdx)
delayBufsR[i][allpassIdx[i]] += inSampleR; // Unique to right channel
tmpCarryoverL = (delayBufsL[i][allpassIdx[i]] * gReverbGainIndex) / 256 + tmpBufL[i];
@@ -219,16 +237,16 @@ inline void reverb_mono_sample(s16 *outSample, s32 inSample) {
s32 j = 0;
u8 k = 0;
s32 outTmp = 0;
s32 tmpCarryover = ((tmpBufL[NUM_ALLPASS-1] * gReverbRevIndex) / 256) + inSample;
s32 tmpCarryover = ((tmpBufL[reverbFilterCount-1] * gReverbRevIndex) / 256) + inSample;
for (; i < NUM_ALLPASS; ++i, ++j) {
for (; i < reverbFilterCount; ++i, ++j) {
tmpBufL[i] = delayBufsL[i][allpassIdx[i]];
if (j == 2) {
j = -1;
outTmp += (tmpBufL[i] * reverbMults[0][k++]) / 256;
outTmp += (tmpBufL[i] * reverbMultsL[k++]) / 256;
delayBufsL[i][allpassIdx[i]] = tmpCarryover;
if (i != NUM_ALLPASS - 1)
if (i != reverbFilterCount - 1)
tmpCarryover = (tmpBufL[i] * gReverbRevIndex) / 256;
}
else {
@@ -551,6 +569,21 @@ u64 *synthesis_execute(u64 *cmdBuf, s32 *writtenCmds, s16 *aiBuf, s32 bufLen) {
aSegment(cmdBuf, 0, 0);
#ifdef BETTER_REVERB
if (gIsConsole) {
reverbFilterCount = reverbFilterCountConsole;
monoReverb = monoReverbConsole;
}
else {
reverbFilterCount = reverbFilterCountEmulator;
monoReverb = monoReverbEmulator;
}
if (reverbFilterCount >= 6)
reverbFilterRightChIdx = 6;
else
reverbFilterRightChIdx = 3;
#endif
for (i = gAudioUpdatesPerFrame; i > 0; i--) {
if (i == 1) {
// 'bufLen' will automatically be divisible by 8, no need to round

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@@ -27,15 +27,26 @@
#define NUM_ALLPASS 12 // Number of delay filters to use with better reverb; do not change this value if you don't know what you're doing.
extern s8 betterReverbDownsampleConsole;
extern s8 betterReverbDownsampleEmulator;
extern u32 reverbFilterCountConsole;
extern u32 reverbFilterCountEmulator;
extern u8 monoReverbConsole;
extern u8 monoReverbEmulator;
extern s32 betterReverbWindowsSize;
extern s32 gReverbRevIndex;
extern s32 gReverbGainIndex;
extern s32 gReverbWetSigna;
// extern s32 gReverbDrySignal;
extern const s32 delaysBaseline[NUM_ALLPASS];
extern s32 delays[NUM_ALLPASS];
extern s32 reverbMultsL[NUM_ALLPASS / 3];
extern s32 reverbMultsR[NUM_ALLPASS / 3];
extern s32 **delayBufsL;
extern s32 **delayBufsR;
extern u8 toggleBetterReverb;
extern s8 betterReverbConsoleDownsample;
extern s8 betterReverbEmulatorDownsample;
#else
#define BETTER_REVERB_SIZE 0
#endif