Nebuleon Fumika
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e61731a524
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Revert the reversed stereo mixing loop. This makes it more consistent with mainline Snes9x, in case of merges from 1.53. It also didn't help much, given that the problem was trying to push 92 milliseconds of audio inside 20 milliseconds of time.
This reverts commit 2b71568408 .
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2013-02-01 19:02:38 -05:00 |
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Nebuleon Fumika
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4ff8eab0d0
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Assign a filter-related variable right after other filter-related variables.
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2013-01-27 15:36:49 -05:00 |
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Nebuleon Fumika
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e473daf461
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8 is NUM_CHANNELS. (magic constant)
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2013-01-26 20:16:02 -05:00 |
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Nebuleon Fumika
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6e69c6201b
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Fix uninitialised memory access in pitch modulation.
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2013-01-26 19:19:18 -05:00 |
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Nebuleon Fumika
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2b71568408
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Reverse the loop in MixStereo such that instead of "for each channel, for each playback sample, add into the mix buffer", the playback sample is instead written to the mix buffer only when fully mixed from the 8 SNES sound channels.
Verified working with Secret of Mana, Super Bomberman 5 and Super Mario World.
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2013-01-26 14:49:18 -05:00 |
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Nebuleon Fumika
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d57eea6b4f
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Slight change to soundux.cpp.
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2013-01-23 20:05:23 -05:00 |
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Nebuleon Fumika
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ca7e790374
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soundux.cpp: Inline MixStereo (into S9xMixSamples).
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2013-01-12 20:37:04 -05:00 |
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Nebuleon Fumika
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4717df6485
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Revert "Remove shifted envelope heights from the code, because one is always set from the other and the shifted height is not used in saved states."
This reverts commit e3bb4a5f62 .
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2013-01-12 03:08:07 -05:00 |
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Nebuleon Fumika
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40d30e35ca
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Remove redundant writes to support reverse stereo. Define FOREVER_FORWARD_STEREO.
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2013-01-12 01:09:59 -05:00 |
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Nebuleon Fumika
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e3bb4a5f62
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Remove shifted envelope heights from the code, because one is always set from the other and the shifted height is not used in saved states.
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2013-01-12 00:34:49 -05:00 |
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Nebuleon Fumika
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8338e199df
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More efficient noise generation taken from blargg's code in Snes9x 1.53.
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2013-01-12 00:00:29 -05:00 |
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Nebuleon Fumika
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575e93abdc
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Reduce memory access in noise generation.
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2013-01-11 23:21:41 -05:00 |
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Nebuleon Fumika
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e0259e54c2
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Prepare for audio optimisations. Fix the indentation in MixStereo().
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2013-01-11 21:11:12 -05:00 |
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Nebuleon Fumika
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7896e83aa9
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Stop constantly testing for 16-bit and stereo in sound handlers. Define FOREVER_16_BIT_SOUND and FOREVER_STEREO and use them throughout the code.
This is essentially commit 6b36e79013 , but for sound instead of graphics.
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2013-01-11 19:22:59 -05:00 |
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Kitty Draper
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d40ae99422
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first commit
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2011-03-05 21:39:25 -05:00 |
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