Merge branch 'experimental' of https://github.com/Reonu/HackerSM64 into experimental

This commit is contained in:
Fazana
2021-09-12 09:59:27 +01:00
7 changed files with 139 additions and 108 deletions

View File

@@ -113,7 +113,7 @@
#define LONGER_POLES
// Number of possible unique model ID's (keep it higher than 256)
#define MODEL_ID_COUNT 256
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (does nothing with EU and SH versions)
// Increase audio heap size to allow for more concurrent notes to be played and for more custom sequences/banks to be imported (not supported for SH)
#define EXPAND_AUDIO_HEAP
// Allow all surfaces types to have force, (doesn't require setting force, just allows it to be optional).
#define ALL_SURFACES_HAVE_FORCE

View File

@@ -10,16 +10,17 @@ extern struct OSMesgQueue OSMesgQueue3;
//Since the audio session is just one now, the reverb settings are duplicated to match the original audio setting scenario.
//It's a bit hacky but whatever lol. Index range must be defined, since it's needed by the compiler.
//To increase reverb window sizes beyond 64, please increase the REVERB_WINDOW_SIZE_MAX in heap.c by a factor of 0x40 and update AUDIO_HEAP_SIZE by 4x the same amount.
#ifdef VERSION_EU
struct ReverbSettingsEU sReverbSettings[8] = {
{/*Downsample Rate*/ 4,/*Window Size*/ 16,/*Gain*/ 0x2FFF },
{/*Downsample Rate*/ 4,/*Window Size*/ 10,/*Gain*/ 0x47FF },
{/*Downsample Rate*/ 4,/*Window Size*/ 16,/*Gain*/ 0x2FFF },
{/*Downsample Rate*/ 4,/*Window Size*/ 15,/*Gain*/ 0x3FFF },
{/*Downsample Rate*/ 4,/*Window Size*/ 12,/*Gain*/ 0x4FFF },
{/*Downsample Rate*/ 4,/*Window Size*/ 16,/*Gain*/ 0x2FFF }, //Duplicate of the first index
{/*Downsample Rate*/ 4,/*Window Size*/ 10,/*Gain*/ 0x47FF }, //Duplicate of the second index
{/*Downsample Rate*/ 4,/*Window Size*/ 10,/*Gain*/ 0x37FF },
{/*Downsample Rate*/ 1,/*Window Size*/ 64,/*Gain*/ 0x2FFF },
{/*Downsample Rate*/ 1,/*Window Size*/ 40,/*Gain*/ 0x47FF },
{/*Downsample Rate*/ 1,/*Window Size*/ 64,/*Gain*/ 0x2FFF },
{/*Downsample Rate*/ 1,/*Window Size*/ 60,/*Gain*/ 0x3FFF },
{/*Downsample Rate*/ 1,/*Window Size*/ 48,/*Gain*/ 0x4FFF },
{/*Downsample Rate*/ 1,/*Window Size*/ 64,/*Gain*/ 0x2FFF }, //Duplicate of the first index
{/*Downsample Rate*/ 1,/*Window Size*/ 40,/*Gain*/ 0x47FF }, //Duplicate of the second index
{/*Downsample Rate*/ 1,/*Window Size*/ 40,/*Gain*/ 0x37FF },
};
/**
1: Frequency
@@ -37,9 +38,9 @@ struct ReverbSettingsEU sReverbSettings[8] = {
struct AudioSessionSettingsEU gAudioSessionPresets[] = {
#ifdef EXPAND_AUDIO_HEAP
{/*1*/ 32000,/*2*/ 1,/*3*/ 20,/*4*/ 1,/*5*/ 0, &sReverbSettings[0],/*6*/ 0x7FFF,/*7*/ 0,/*8*/ 0x7200,/*9*/ 0xC000,/*10*/ 0x8800,/*11*/ 0x5400 },
{/*1*/ 32000,/*2*/ 1,/*3*/ 40,/*4*/ 1,/*5*/ 0, &sReverbSettings[0],/*6*/ 0x7FFF,/*7*/ 0,/*8*/ 0x8200,/*9*/ 0xDC00,/*10*/ 0xE800,/*11*/ 0x5500 },
#else
{/*1*/ 32000,/*2*/ 1,/*3*/ 20,/*4*/ 1,/*5*/ 0, &sReverbSettings[0],/*6*/ 0x7FFF,/*7*/ 0,/*8*/ 0x4100,/*9*/ 0x6E00,/*10*/ 0x4400,/*11*/ 0x2A80 },
{/*1*/ 32000,/*2*/ 1,/*3*/ 20,/*4*/ 1,/*5*/ 0, &sReverbSettings[0],/*6*/ 0x7FFF,/*7*/ 0,/*8*/ 0x4100,/*9*/ 0x6E00,/*10*/ 0x7400,/*11*/ 0x2A80 },
#endif
};
#endif
@@ -55,6 +56,8 @@ struct AudioSessionSettingsEU gAudioSessionPresets[] = {
// - memory used for persistent banks
// - memory used for temporary sequences
// - memory used for temporary banks
// To increase reverb window sizes beyond 0x1000, please increase the REVERB_WINDOW_SIZE_MAX in heap.c and update AUDIO_HEAP_SIZE by the same amount.
#if defined(VERSION_JP) || defined(VERSION_US)
struct ReverbSettingsUS gReverbSettings[18] =
{
@@ -77,13 +80,15 @@ struct ReverbSettingsUS gReverbSettings[18] =
{1, 0x0800, 0x2FFF},
{1, 0x0800, 0x2FFF},
};
// TODO: Does using 40/20 instead of 32/16 for gMaxSimultaneousNotes cause memory problems at high capacities or is it good as is?
#ifdef EXPAND_AUDIO_HEAP
struct AudioSessionSettings gAudioSessionPresets[1] = {
{ 32000, 40, 1, 0x0C00, 0x2FFF, 0x7FFF, 0x8000, 0xDC00, 0x8800, 0x5400 },
{ 32000, 40, 1, 0x1000, 0x2FFF, 0x7FFF, 0x8200, 0xDC00, 0xE800, 0x5500 },
};
#else
struct AudioSessionSettings gAudioSessionPresets[1] = {
{ 32000, 20, 1, 0x0800, 0x2FFF, 0x7FFF, 0x4000, 0x6E00, 0x7400, 0x2A80 },
{ 32000, 20, 1, 0x1000, 0x2FFF, 0x7FFF, 0x4100, 0x6E00, 0x7400, 0x2A80 },
};
#endif
#endif

View File

@@ -113,13 +113,13 @@ extern u16 gUnused80226E98[0x10];
extern u32 gAudioRandom;
#ifdef EXPAND_AUDIO_HEAP
#if defined(VERSION_US) || defined(VERSION_JP)
#define EXT_AUDIO_HEAP_SIZE 0x24400
#if defined(VERSION_US) || defined(VERSION_JP) || defined(VERSION_EU)
#define EXT_AUDIO_HEAP_SIZE 0x27400
#define EXT_AUDIO_INIT_POOL_SIZE 0x8000
#else
// EU and SH versions not yet supported for extended audio heap
#define EXT_AUDIO_HEAP_SIZE 0x24400
#define EXT_AUDIO_INIT_POOL_SIZE 0x8000
// SH not yet supported for expanded audio heap
#define EXT_AUDIO_HEAP_SIZE 0x0
#define EXT_AUDIO_INIT_POOL_SIZE 0x0
#endif
#else
#define EXT_AUDIO_HEAP_SIZE 0x0
@@ -153,11 +153,11 @@ extern OSMesgQueue *D_SH_80350FA8;
#if defined(VERSION_EU) || defined(VERSION_SH)
#define UNUSED_COUNT_80333EE8 24
#define AUDIO_HEAP_SIZE (0x2c500 + EXT_AUDIO_HEAP_SIZE + EXT_AUDIO_INIT_POOL_SIZE + BETTER_REVERB_SIZE)
#define AUDIO_INIT_POOL_SIZE (0x2c00 + EXT_AUDIO_INIT_POOL_SIZE)
#define AUDIO_HEAP_SIZE (0x3AB00 + EXT_AUDIO_HEAP_SIZE + EXT_AUDIO_INIT_POOL_SIZE + BETTER_REVERB_SIZE)
#define AUDIO_INIT_POOL_SIZE (0x2C00 + EXT_AUDIO_INIT_POOL_SIZE)
#else
#define UNUSED_COUNT_80333EE8 16
#define AUDIO_HEAP_SIZE (0x31150 + EXT_AUDIO_HEAP_SIZE + EXT_AUDIO_INIT_POOL_SIZE + BETTER_REVERB_SIZE)
#define AUDIO_HEAP_SIZE (0x34750 + EXT_AUDIO_HEAP_SIZE + EXT_AUDIO_INIT_POOL_SIZE + BETTER_REVERB_SIZE)
#define AUDIO_INIT_POOL_SIZE (0x2500 + EXT_AUDIO_INIT_POOL_SIZE)
#endif

View File

@@ -11,6 +11,12 @@
#include "game/vc_check.h"
#include "string.h"
#ifdef VERSION_EU
#define REVERB_WINDOW_SIZE_MAX 0x1000
#else
#define REVERB_WINDOW_SIZE_MAX 0x1000
#endif
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
struct PoolSplit {
@@ -1054,48 +1060,56 @@ void init_reverb_eu(void)
for (j = 0; j < 4; j++)
{
gSynthesisReverbs[j].useReverb = 0;
if (!sAudioFirstBoot)
gSynthesisReverbs[j].ringBuffer.left = soundAlloc(&gNotesAndBuffersPool, REVERB_WINDOW_SIZE_MAX * 4);
}
gNumSynthesisReverbs = preset->numReverbs;
for (j = 0; j < gNumSynthesisReverbs; j++)
{
reverb = &gSynthesisReverbs[j];
reverbSettings = &sReverbSettings[MIN(gAudioResetPresetIdToLoad+j, (sizeof(sReverbSettings) / sizeof(struct ReverbSettingsEU))-1)];
reverb->windowSize = reverbSettings->windowSize * 64;
reverb->windowSize = reverbSettings->windowSize * 0x40;
reverb->downsampleRate = reverbSettings->downsampleRate;
reverb->reverbGain = reverbSettings->gain;
reverb->useReverb = 8;
if (!sAudioFirstBoot)
{
reverb->ringBuffer.left = soundAlloc(&gNotesAndBuffersPool, 0x1000 * 2);
reverb->ringBuffer.right = soundAlloc(&gNotesAndBuffersPool, 0x1000 * 2);
}
else
{
bzero(&reverb->ringBuffer.left[0], 0x1000* 2);
bzero(&reverb->ringBuffer.right[0], 0x1000 * 2);
}
if (sAudioFirstBoot)
bzero(reverb->ringBuffer.left, REVERB_WINDOW_SIZE_MAX * 4);
if (reverb->windowSize > REVERB_WINDOW_SIZE_MAX)
reverb->windowSize = REVERB_WINDOW_SIZE_MAX;
reverb->ringBuffer.right = &reverb->ringBuffer.left[reverb->windowSize];
reverb->nextRingBufferPos = 0;
reverb->unkC = 0;
reverb->curFrame = 0;
reverb->bufSizePerChannel = reverb->windowSize;
reverb->framesLeftToIgnore = 2;
if (sAudioFirstBoot)
return;
if (reverb->downsampleRate != 1)
{
reverb->resampleRate = 0x8000 / reverb->downsampleRate;
reverb->resampleStateLeft = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
reverb->resampleStateRight = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
reverb->unk24 = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
reverb->unk28 = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
for (i = 0; i < gAudioBufferParameters.updatesPerFrame; i++)
{
mem = soundAlloc(&gNotesAndBuffersPool, DEFAULT_LEN_2CH);
reverb->items[0][i].toDownsampleLeft = mem;
reverb->items[0][i].toDownsampleRight = mem + DEFAULT_LEN_1CH / sizeof(s16);
mem = soundAlloc(&gNotesAndBuffersPool, DEFAULT_LEN_2CH);
reverb->items[1][i].toDownsampleLeft = mem;
reverb->items[1][i].toDownsampleRight = mem + DEFAULT_LEN_1CH / sizeof(s16);
if (reverb->downsampleRate != 1) {
if (!sAudioFirstBoot) {
reverb->resampleRate = 0x8000 / reverb->downsampleRate;
reverb->resampleStateLeft = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
reverb->resampleStateRight = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
reverb->unk24 = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
reverb->unk28 = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
for (i = 0; i < gAudioBufferParameters.updatesPerFrame; i++)
{
mem = soundAlloc(&gNotesAndBuffersPool, DEFAULT_LEN_2CH);
reverb->items[0][i].toDownsampleLeft = mem;
reverb->items[0][i].toDownsampleRight = mem + DEFAULT_LEN_1CH / sizeof(s16);
mem = soundAlloc(&gNotesAndBuffersPool, DEFAULT_LEN_2CH);
reverb->items[1][i].toDownsampleLeft = mem;
reverb->items[1][i].toDownsampleRight = mem + DEFAULT_LEN_1CH / sizeof(s16);
}
}
else {
reverb->resampleRate = 0x8000 / reverb->downsampleRate;
for (i = 0; i < gAudioBufferParameters.updatesPerFrame; i++) {
bzero(reverb->items[0][i].toDownsampleLeft, DEFAULT_LEN_1CH);
bzero(reverb->items[0][i].toDownsampleRight, DEFAULT_LEN_1CH);
bzero(reverb->items[1][i].toDownsampleLeft, DEFAULT_LEN_1CH);
bzero(reverb->items[1][i].toDownsampleRight, DEFAULT_LEN_1CH);
}
}
}
}
@@ -1108,11 +1122,12 @@ void init_reverb_us(s32 presetId)
s32 i;
#ifdef BETTER_REVERB
s8 reverbConsole;
s32 bufOffset = 0;
#endif
reverbWindowSize = gReverbSettings[presetId].windowSize;
gReverbDownsampleRate = gReverbSettings[presetId].downsampleRate;
#if defined(BETTER_REVERB) && (defined(VERSION_US) || defined(VERSION_JP))
#ifdef BETTER_REVERB
if (gIsConsole)
reverbConsole = betterReverbDownsampleConsole; // Console!
else
@@ -1161,24 +1176,22 @@ void init_reverb_us(s32 presetId)
} else {
gSynthesisReverb.useReverb = 8;
if (!sAudioFirstBoot)
{
gSynthesisReverb.ringBuffer.left = soundAlloc(&gNotesAndBuffersPool, 0x1000 * 2);
gSynthesisReverb.ringBuffer.right = soundAlloc(&gNotesAndBuffersPool, 0x1000 * 2);
}
gSynthesisReverb.ringBuffer.left = soundAlloc(&gNotesAndBuffersPool, REVERB_WINDOW_SIZE_MAX * 4);
else
{
bzero(&gSynthesisReverb.ringBuffer.left[0], 0x1000* 2);
bzero(&gSynthesisReverb.ringBuffer.right[0], 0x1000 * 2);
}
bzero(gSynthesisReverb.ringBuffer.left, REVERB_WINDOW_SIZE_MAX * 4);
if (reverbWindowSize > REVERB_WINDOW_SIZE_MAX)
reverbWindowSize = REVERB_WINDOW_SIZE_MAX;
gSynthesisReverb.ringBuffer.right = &gSynthesisReverb.ringBuffer.left[reverbWindowSize];
gSynthesisReverb.nextRingBufferPos = 0;
gSynthesisReverb.unkC = 0;
gSynthesisReverb.curFrame = 0;
gSynthesisReverb.bufSizePerChannel = reverbWindowSize;
gSynthesisReverb.reverbGain = gReverbSettings[presetId].gain;
gSynthesisReverb.framesLeftToIgnore = 2;
if (!sAudioFirstBoot)
{
if (gReverbDownsampleRate != 1) {
if (gReverbDownsampleRate != 1) {
if (!sAudioFirstBoot) {
gSynthesisReverb.resampleFlags = A_INIT;
gSynthesisReverb.resampleRate = 0x8000 / gReverbDownsampleRate;
gSynthesisReverb.resampleStateLeft = soundAlloc(&gNotesAndBuffersPool, 16 * sizeof(s16));
@@ -1194,24 +1207,38 @@ void init_reverb_us(s32 presetId)
gSynthesisReverb.items[1][i].toDownsampleRight = mem + DEFAULT_LEN_1CH / sizeof(s16);
}
}
else {
gSynthesisReverb.resampleFlags = A_INIT;
gSynthesisReverb.resampleRate = 0x8000 / gReverbDownsampleRate;
for (i = 0; i < gAudioUpdatesPerFrame; i++) {
bzero(gSynthesisReverb.items[0][i].toDownsampleLeft, DEFAULT_LEN_1CH);
bzero(gSynthesisReverb.items[0][i].toDownsampleRight, DEFAULT_LEN_1CH);
bzero(gSynthesisReverb.items[1][i].toDownsampleLeft, DEFAULT_LEN_1CH);
bzero(gSynthesisReverb.items[1][i].toDownsampleRight, DEFAULT_LEN_1CH);
}
}
}
// This does not have to be reset after being initialized for the first time, which would speed up load times dramatically.
// However, reseting this allows for proper clearing of the reverb buffers, as well as dynamic customization of the delays array.
#if defined(BETTER_REVERB) && (defined(VERSION_US) || defined(VERSION_JP))
#ifdef BETTER_REVERB
if (toggleBetterReverb) {
if (!sAudioFirstBoot) {
delayBufsL = (s32**) soundAlloc(&gAudioSessionPool, NUM_ALLPASS * sizeof(s32*));
delayBufsR = (s32**) soundAlloc(&gAudioSessionPool, NUM_ALLPASS * sizeof(s32*));
delayBufsL[0] = (s32*) soundAlloc(&gAudioSessionPool, ALIGN16(BETTER_REVERB_SIZE - 0x80));
}
else {
bzero(delayBufsL[0], ALIGN16(BETTER_REVERB_SIZE - 0x80)); // Can maybe be simplified to clear only the previous allocation size
}
for (i = 0; i < NUM_ALLPASS; ++i) {
delaysL[i] = delaysBaselineL[i] / gReverbDownsampleRate;
delaysR[i] = delaysBaselineR[i] / gReverbDownsampleRate;
}
if (sAudioFirstBoot)
return;
delayBufsL = (s32**) soundAlloc(&gAudioSessionPool, NUM_ALLPASS * sizeof(s32*));
delayBufsR = (s32**) soundAlloc(&gAudioSessionPool, NUM_ALLPASS * sizeof(s32*));
for (i = 0; i < NUM_ALLPASS; ++i) {
delayBufsL[i] = (s32*) soundAlloc(&gAudioSessionPool, delaysL[i] * sizeof(s32));
delayBufsR[i] = (s32*) soundAlloc(&gAudioSessionPool, delaysR[i] * sizeof(s32));
delayBufsL[i] = (s32*) &delayBufsL[0][bufOffset];
bufOffset += delaysL[i];
delayBufsR[i] = (s32*) &delayBufsL[0][bufOffset]; // L and R buffers are interpolated adjacently in memory; not a bug
bufOffset += delaysR[i];
}
}
#endif
@@ -1269,7 +1296,6 @@ void audio_reset_session(void) {
#endif
#if defined(VERSION_JP) || defined(VERSION_US)
s8 updatesPerFrame;
s32 i;
#endif
#ifdef PUPPYPRINT
OSTime first = osGetTime();
@@ -1279,10 +1305,13 @@ void audio_reset_session(void) {
s32 temporaryMem;
s32 totalMem;
s32 wantMisc;
/*
#if defined(VERSION_JP) || defined(VERSION_US)
s32 frames;
s32 remainingDmas;
s32 i;
#endif
*/
#ifdef VERSION_EU
eu_stubbed_printf_1("Heap Reconstruct Start %x\n", gAudioResetPresetIdToLoad);
#endif

View File

@@ -102,12 +102,13 @@ u8 monoReverbEmulator = FALSE;
// Set to -1 to use a default preset instead. Higher values represent more audio delay (usually better for echoey spaces).
s32 betterReverbWindowsSize = -1;
// These values are set to s32 instead of u8 to increase performance. Setting these to values larger than 0xFF (255) or less than 0 may cause issues and is not recommended.
s32 gReverbRevIndex = 0x5F; // Affects decay time mostly (large values can cause terrible feedback!); can be messed with at any time
s32 gReverbGainIndex = 0x9F; // Affects signal immediately retransmitted back into buffers (mid-high values yield the strongest effect); can be messed with at any time
s32 gReverbWetSignal = 0xE7; // Amount of reverb specific output in final signal (also affects decay); can be messed with at any time, also very easy to control
// These are set to defines rather than variables to increase performance. Change these to s32 if you want them to be configurable in-game. (Maybe extern them in synthesis.h)
// Setting these to values larger than 0xFF (255) or less than 0 may cause issues and is not recommended.
#define REVERB_REV_INDEX 0x60 // Affects decay time mostly (large values can cause terrible feedback!); can be messed with at any time
#define REVERB_GAIN_INDEX 0xA0 // Affects signal immediately retransmitted back into buffers (mid-high values yield the strongest effect); can be messed with at any time
#define REVERB_WET_SIGNAL 0xE8 // Amount of reverb specific output in final signal (also affects decay); can be messed with at any time, also very easy to control
// s32 gReverbDrySignal = 0x00; // Amount of original input in final signal (large values can cause terrible feedback!); declaration and uses commented out by default to improve compiler optimization
// #define REVERB_DRY_SIGNAL = 0x00; // Amount of original input in final signal (large values can cause terrible feedback!); declaration and uses commented out by default to improve compiler optimization
/* ---------------------------------------------------------------------ADVANCED REVERB PARAMETERS-------------------------------------------------------------------- */
@@ -155,8 +156,8 @@ s32 reverbMultsR[NUM_ALLPASS / 3] = {0xCF, 0x73, 0x38, 0x1F};
/* -----------------------------------------------------------------------END REVERB PARAMETERS----------------------------------------------------------------------- */
// Do not touch these values manually, unless you want potential for problems.
u32 reverbFilterCount = NUM_ALLPASS;
u32 reverbFilterCountm1 = NUM_ALLPASS - 1;
s32 reverbFilterCount = NUM_ALLPASS;
s32 reverbFilterCountm1 = NUM_ALLPASS - 1;
u8 monoReverb = FALSE;
u8 toggleBetterReverb = TRUE;
s32 allpassIdxL[NUM_ALLPASS] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
@@ -212,15 +213,15 @@ static inline s16 clamp16(s32 x) {
}
static inline void reverb_samples(s16 *outSampleL, s16 *outSampleR, s32 inSampleL, s32 inSampleR) {
u32 i = 0;
s32 i = 0;
s32 j = 0;
u8 k = 0;
s32 k = 0;
s32 outTmpL = 0;
s32 outTmpR = 0;
s32 tmpCarryoverL = ((tmpBufL[reverbFilterCountm1] * gReverbRevIndex) / 256) + inSampleL;
s32 tmpCarryoverR = ((tmpBufR[reverbFilterCountm1] * gReverbRevIndex) / 256) + inSampleR;
s32 tmpCarryoverL = ((tmpBufL[reverbFilterCountm1] * REVERB_REV_INDEX) / 256) + inSampleL;
s32 tmpCarryoverR = ((tmpBufR[reverbFilterCountm1] * REVERB_REV_INDEX) / 256) + inSampleR;
for (; i < reverbFilterCount; ++i, ++j) {
for (; i != reverbFilterCount; ++i, ++j) {
tmpBufL[i] = delayBufsL[i][allpassIdxL[i]];
tmpBufR[i] = delayBufsR[i][allpassIdxR[i]];
@@ -231,15 +232,15 @@ static inline void reverb_samples(s16 *outSampleL, s16 *outSampleR, s32 inSample
delayBufsL[i][allpassIdxL[i]] = tmpCarryoverL;
delayBufsR[i][allpassIdxR[i]] = tmpCarryoverR;
if (i != reverbFilterCountm1) {
tmpCarryoverL = (tmpBufL[i] * gReverbRevIndex) / 256;
tmpCarryoverR = (tmpBufR[i] * gReverbRevIndex) / 256;
tmpCarryoverL = (tmpBufL[i] * REVERB_REV_INDEX) / 256;
tmpCarryoverR = (tmpBufR[i] * REVERB_REV_INDEX) / 256;
}
}
else {
delayBufsL[i][allpassIdxL[i]] = (tmpBufL[i] * (-gReverbGainIndex)) / 256 + tmpCarryoverL;
delayBufsR[i][allpassIdxR[i]] = (tmpBufR[i] * (-gReverbGainIndex)) / 256 + tmpCarryoverR;
tmpCarryoverL = (delayBufsL[i][allpassIdxL[i]] * gReverbGainIndex) / 256 + tmpBufL[i];
tmpCarryoverR = (delayBufsR[i][allpassIdxR[i]] * gReverbGainIndex) / 256 + tmpBufR[i];
delayBufsL[i][allpassIdxL[i]] = (tmpBufL[i] * (-REVERB_GAIN_INDEX)) / 256 + tmpCarryoverL;
delayBufsR[i][allpassIdxR[i]] = (tmpBufR[i] * (-REVERB_GAIN_INDEX)) / 256 + tmpCarryoverR;
tmpCarryoverL = (delayBufsL[i][allpassIdxL[i]] * REVERB_GAIN_INDEX) / 256 + tmpBufL[i];
tmpCarryoverR = (delayBufsR[i][allpassIdxR[i]] * REVERB_GAIN_INDEX) / 256 + tmpBufR[i];
}
if (++allpassIdxL[i] == delaysL[i])
@@ -248,18 +249,18 @@ static inline void reverb_samples(s16 *outSampleL, s16 *outSampleR, s32 inSample
allpassIdxR[i] = 0;
}
*outSampleL = clamp16((outTmpL * gReverbWetSignal/* + inSampleL * gReverbDrySignal*/) / 256);
*outSampleR = clamp16((outTmpR * gReverbWetSignal/* + inSampleR * gReverbDrySignal*/) / 256);
*outSampleL = clamp16((outTmpL * REVERB_WET_SIGNAL/* + inSampleL * REVERB_DRY_SIGNAL*/) / 256);
*outSampleR = clamp16((outTmpR * REVERB_WET_SIGNAL/* + inSampleR * REVERB_DRY_SIGNAL*/) / 256);
}
static inline void reverb_mono_sample(s16 *outSample, s32 inSample) {
u32 i = 0;
s32 i = 0;
s32 j = 0;
u8 k = 0;
s32 k = 0;
s32 outTmp = 0;
s32 tmpCarryover = ((tmpBufL[reverbFilterCountm1] * gReverbRevIndex) / 256) + inSample;
s32 tmpCarryover = ((tmpBufL[reverbFilterCountm1] * REVERB_REV_INDEX) / 256) + inSample;
for (; i < reverbFilterCount; ++i, ++j) {
for (; i != reverbFilterCount; ++i, ++j) {
tmpBufL[i] = delayBufsL[i][allpassIdxL[i]];
if (j == 2) {
@@ -267,18 +268,18 @@ static inline void reverb_mono_sample(s16 *outSample, s32 inSample) {
outTmp += (tmpBufL[i] * reverbMultsL[k++]) / 256;
delayBufsL[i][allpassIdxL[i]] = tmpCarryover;
if (i != reverbFilterCountm1)
tmpCarryover = (tmpBufL[i] * gReverbRevIndex) / 256;
tmpCarryover = (tmpBufL[i] * REVERB_REV_INDEX) / 256;
}
else {
delayBufsL[i][allpassIdxL[i]] = (tmpBufL[i] * (-gReverbGainIndex)) / 256 + tmpCarryover;
tmpCarryover = (delayBufsL[i][allpassIdxL[i]] * gReverbGainIndex) / 256 + tmpBufL[i];
delayBufsL[i][allpassIdxL[i]] = (tmpBufL[i] * (-REVERB_GAIN_INDEX)) / 256 + tmpCarryover;
tmpCarryover = (delayBufsL[i][allpassIdxL[i]] * REVERB_GAIN_INDEX) / 256 + tmpBufL[i];
}
if (++allpassIdxL[i] == delaysL[i])
allpassIdxL[i] = 0;
}
*outSample = clamp16((outTmp * gReverbWetSignal/* + inSample * gReverbDrySignal*/) / 256);
*outSample = clamp16((outTmp * REVERB_WET_SIGNAL/* + inSample * REVERB_DRY_SIGNAL*/) / 256);
}
#endif
@@ -591,11 +592,11 @@ u64 *synthesis_execute(u64 *cmdBuf, s32 *writtenCmds, s16 *aiBuf, s32 bufLen) {
#ifdef BETTER_REVERB
if (gIsConsole) {
reverbFilterCount = reverbFilterCountConsole;
reverbFilterCount = (s32) reverbFilterCountConsole;
monoReverb = monoReverbConsole;
}
else {
reverbFilterCount = reverbFilterCountEmulator;
reverbFilterCount = (s32) reverbFilterCountEmulator;
monoReverb = monoReverbEmulator;
}
if (reverbFilterCount > NUM_ALLPASS)

View File

@@ -18,7 +18,7 @@
#endif
#if defined(BETTER_REVERB) && (defined(VERSION_US) || defined(VERSION_JP))
// Size determined by ((all delaysBaselineL/R values * 8) / (2 ^ Minimum Downsample Factor)) + array pointers.
// Size determined by ((all delaysBaselineL/R values * 8) / (2 ^ Minimum Downsample Factor)) + array pointers (0x80).
// The default value can be increased or decreased in conjunction with the values in delaysBaselineL/R
#define BETTER_REVERB_SIZE 0xF200
@@ -34,10 +34,6 @@ 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 delaysBaselineL[NUM_ALLPASS];
extern const s32 delaysBaselineR[NUM_ALLPASS];

View File

@@ -10,7 +10,7 @@
#include "audio/synthesis.h"
ALIGNED8 u8 gDecompressionHeap[0xD000];
ALIGNED16 u8 gAudioHeap[DOUBLE_SIZE_ON_64_BIT(0x31200 + EXT_AUDIO_HEAP_SIZE + EXT_AUDIO_INIT_POOL_SIZE + BETTER_REVERB_SIZE)];
ALIGNED16 u8 gAudioHeap[(DOUBLE_SIZE_ON_64_BIT(AUDIO_HEAP_SIZE + 0x100))];
ALIGNED8 u8 gIdleThreadStack[0x800];
ALIGNED8 u8 gThread3Stack[0x2000];