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-Super Mario Land 2 - Pops in menu are fixed by immediately updating APU output after a write -Perfect Dark - Low voice volume is fixed by having the correct output when the channels are disabled (but DAC is still enabled) -Daiku no Gen - Low voice volume is fixed by keeping square channel output to digital 0 (= analog 1) until its first tick after being enabled (the game does not let the channel tick at all while the voice sample is playing)
56 lines
No EOL
1.5 KiB
C++
56 lines
No EOL
1.5 KiB
C++
#pragma once
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#include "pch.h"
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class GbaEnvelope
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{
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public:
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template<typename T, typename U>
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static void ClockEnvelope(T& state, U& channel)
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{
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uint8_t timer = state.EnvTimer;
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if(state.EnvTimer == 0 || --state.EnvTimer == 0) {
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if(state.EnvPeriod > 0 && !state.EnvStopped) {
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if(state.EnvRaiseVolume && state.Volume < 0x0F) {
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state.Volume++;
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} else if(!state.EnvRaiseVolume && state.Volume > 0) {
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state.Volume--;
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} else {
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state.EnvStopped = true;
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}
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//Clocking envelope should update output immediately (based on div_trigger_volume/channel_4_volume_div tests)
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channel.UpdateOutput();
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state.EnvTimer = state.EnvPeriod;
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if(timer == 0) {
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//When the timer was already 0 (because period was 0), it looks like the next
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//clock occurs earlier than expected.
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//This fixes the last test result in channel_1_nrx2_glitch (but may be incorrect)
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state.EnvTimer--;
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}
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}
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}
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}
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template<typename T, typename U>
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static void WriteRegister(T& state, uint8_t value, U& channel)
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{
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bool raiseVolume = (value & 0x08) != 0;
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uint8_t period = value & 0x07;
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if((value & 0xF8) == 0) {
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state.Enabled = false;
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state.Output = 0;
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} else {
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//No zombie mode for GBA? (or maybe it behaves differently.)
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//Using the GB implementation of zombie mode causes sound issues in some games
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//e.g popping can be heard in M&L Superstar Saga's menu at the start of the game
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}
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state.EnvPeriod = period;
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state.EnvRaiseVolume = raiseVolume;
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state.EnvVolume = (value & 0xF0) >> 4;
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channel.UpdateOutput();
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}
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}; |