kaienfr
c03e591ecd
Cleanup SimpleAudioDec
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and remove unused AudioCreate fonction, it can be down in the class constructor.
2014-04-01 00:33:46 +02:00
kaienfr
f5d4b7bcb4
PMP Video
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Not ready for merge, only for discussion about the current stage.
The video frame seems been decoded into RGB24 by my decodePmpVideo function, and the dumped ppm output file have also something.
But in ppsspp, we can just see some nonsense noise on the screen, but already hear AAC audio :)
I still have no idea what's wrong. Can somebody help? Thanks!
2014-04-01 00:33:31 +02:00
Unknown W. Brackets
0ba0dba63d
Correctly free a few FFmpeg resources.
2014-03-30 13:44:32 -07:00
Unknown W. Brackets
ea9a6c1b58
Fix leaks in sceMpeg demuxing.
2014-03-30 13:06:42 -07:00
kaienfr
a7e74c74a7
Cleanup SimpleAudioDec
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and remove unused AudioCreate fonction, it can be down in the class constructor.
2014-03-29 19:38:14 +01:00
kaienfr
4de5e1b72f
Update MediaEngine.cpp
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auto s = p.Section("MediaEngine", 1, 3);
if (s >= 3){
p.Do(m_audioType);
}
else{
m_audioType = PSP_CODEC_AT3PLUS;
}
2014-03-23 20:28:39 +01:00
kaienfr
0238258129
Update MediaEngine.cpp
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Support both old and new savestate for mediaengin.cpp
2014-03-23 20:18:27 +01:00
kaienfr
88f6f0e4af
Update MediaEngine.cpp
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fix new feature in MediaEngine.cpp
2014-03-23 20:07:21 +01:00
kaienfr
b18252b2b5
Support audio playing (AT3, AT3+, Mp3, AAC)
2014-03-23 19:45:08 +01:00
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
d65af7353b
Avoid some ChunkFile includes.
2014-03-15 11:32:57 -07:00
The Dax
285d192e83
Further fixes.
2014-03-15 10:17:03 -04:00
kaienfr
b2b6b09072
Mp3 Audio Support.
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Now, we can play mp3 audio format. :)
2014-03-15 14:40:31 +01:00
lioncash
b9886942a7
Fix some vertical alignments in misc Core source files.
2014-03-03 11:16:53 -05:00
Unknown W. Brackets
c7437bbe8e
Fix some minor warnings.
2014-03-03 00:08:32 -08:00
Unknown W. Brackets
2c40cd509a
Avoid overwriting io thread results.
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Just block until it's done so that things are synchronous.
2014-03-02 13:45:12 -08:00
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
Henrik Rydgård
4e93573422
Merge pull request #5486 from raven02/patch-25
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Use GE_CMODE instead of TPSM_PIXEL_STORAGE_MODE
2014-02-20 18:48:10 +07:00
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
139c91fe19
Return an error for an invalid pitch, per tests.
2014-02-17 21:09:43 -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
Unknown W. Brackets
38053df4ca
Don't drop the last mix of vag samples.
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Wait instead until the end of mixing to end the envelope.
2014-02-17 21:09:42 -08:00
Unknown W. Brackets
3899e18422
Always key on for 32 samples regardless of pitch.
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Before it would be more or less depending on pitch. It's always 32.
2014-02-17 21:09:41 -08:00
Unknown W. Brackets
e006ab5b2d
Don't read the first 32 samples after keyon.
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The way I'm approximating this is ugly...
2014-02-17 01:39:59 -08:00
Unknown W. Brackets
6b984c5593
Don't loop PCM samples when loopPos < 0.
2014-02-17 01:39:59 -08:00
Unknown W. Brackets
95fc9624b4
Fix PCM looping in SAS.
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The parameter specifies where the loop restarts at.
2014-02-17 01:39:58 -08:00
Unknown W. Brackets
55507d7844
Fix the default adsr sustain mode.
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Probably doesn't matter, games always set it.
2014-02-17 01:39:57 -08:00
Unknown W. Brackets
d097ac5394
Don't change height when keying off a voice.
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Tests show that the height does not revert to the sustain level.
2014-02-17 01:39:56 -08:00
Unknown W. Brackets
d53ab02e5b
Don't change height immediately on keyon.
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This replicates the PSP's behavior, which is a 32-grain lead in, plus the
height remains what it was before until processing happens.
2014-02-17 01:39:55 -08:00
Unknown W. Brackets
684caa01ec
Correct SAS bent linear curve.
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Tests shows that at 0x30000000 it still goes up the full amount.
2014-02-17 01:39:54 -08:00
raven02
84bbbc3e51
Use GE_CMODE instead of TPSM_PIXEL_STORAGE_MODE
2014-02-16 23:15:17 +08:00
Henrik Rydgård
561dcf8fd1
Merge pull request #5407 from raven02/patch-18
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Return -1 when no atrac inited
2014-02-12 15:26:54 +01:00
raven02
4f744436bb
Return -1 when no atrac inited
2014-02-12 21:55:36 +08:00
Henrik Rydgård
caf729e01e
Remove call to SetState, superfluous now that the state variables are gone.
2014-02-11 17:05:46 +01:00
raven02
7dcf355cd6
MediaEngine : getAudioTimeStamp() returns m_audiopts
2014-02-11 19:24:51 +08:00