Commit graph

147 commits

Author SHA1 Message Date
Henrik Rydgard
22f71f1e9a Show simple info about currently playing audio in on-screen Debug Statistics 2015-10-28 21:20:20 +01:00
Henrik Rydgard
06fec54dba Forgot to scale a multiplication. Slightly better but quickly devolves into harsh noise. 2015-10-27 15:56:11 +01:00
Henrik Rydgard
9bb8aff715 Forgot that the address registers are scaled. still doens't fix it. 2015-10-27 15:52:19 +01:00
Henrik Rydgard
85c8f7d3c2 Hook up SasReverb. It sounds more like a buzzsaw than a reverb at the moment, needs debugging.
Added a bit of code that only enables it when a reverbed sound is active. This will need to be turned off later but useful right now for hearing when it's used..
2015-10-27 12:36:30 +01:00
Unknown W. Brackets
ec2d88cf17 Make the vag block buffer s16.
The values are clamped already, anyway.
2015-10-24 13:08:10 -07:00
Henrik Rydgard
26624709f7 Hook up the frame profiler to a few measurements 2015-05-24 23:45:36 +02:00
Unknown W. Brackets
2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Henrik Rydgard
1a1faeffd1 More audio microoptimization 2014-12-07 21:14:09 +01:00
Lioncash
f830d5dec7 Core: Mark some functions as const 2014-12-03 15:16:11 -05:00
Henrik Rydgard
d24abb3af0 More GetPointer cleanup. memCardDirectory->memStickDirectory. 2014-10-19 23:20:51 +02:00
Unknown W. Brackets
4702ae0e41 Add breakpoints to most sceAtrac mem access. 2014-09-23 11:33:18 -07:00
Unknown W. Brackets
5c470a1923 Remove bgm and sfx volume settings.
They don't actually work in all games, and this only confuses users.

Also, the default 7 lowers the volume of audio detected as bgm or sfx, but
not other volume.  This means that some audio may have played too loud in
some games by default, which will be fixed by this change.
2014-08-17 14:16:59 -07:00
Henrik Rydgard
c8e719e165 Inline ADSREnvelope::Step (thanks @unknownbrackets)
(Some compilers want it declared inline in the header too)
2014-03-22 09:31:09 +01:00
Unknown W. Brackets
da1e4a80a6 Tone down sas raw output reporting, found a game.
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."
This reverts commit 1efcebb121.
2014-02-23 08:48:49 -08:00
Unknown W. Brackets
c806ae0982 Revert "Optimize mixing samples at common pitches."
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."
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."
This reverts commit 3edebbfba9.
2014-02-23 08:45:46 -08:00
Unknown W. Brackets
3edebbfba9 Reset resample hist on keyon, round up read.
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.
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.
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.)
May fix games that played audio only on the left side, or something.
2014-02-22 07:52:18 -08:00
Unknown W. Brackets
a1283644ab If never set, loop to the first vag block.
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.
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.
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.
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.
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.
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
1efcebb121 Smooth SAS resampling when pitch != 0x1000. 2014-02-17 21:09:43 -08:00
Unknown W. Brackets
8ded863231 Reset sampleFrac on keyon.
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.
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.
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.
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.
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.
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.
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.
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.
Tests shows that at 0x30000000 it still goes up the full amount.
2014-02-17 01:39:54 -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
Henrik Rydgård
079f653cff Sas envelopes: Simplify away some redundant state. 2014-02-11 11:56:24 +01:00
Unknown W. Brackets
0265fc757d Flip and shift instead of signed divide.
Clearer than all those zeroes and maybe faster...
2014-02-11 01:29:33 -08:00
Unknown W. Brackets
b398a84517 Attack switches to decay at max height already.
It does not wait until it goes above.
2014-02-11 00:18:36 -08:00
Unknown W. Brackets
95a8af9e60 Decay does not switch to release at height max.
This can happen with an exponent rate of 0.  It stays there.
2014-02-11 00:17:13 -08:00
Unknown W. Brackets
f11d362be3 Fix integer overflow in exponent decrease. 2014-02-11 00:11:07 -08:00
Unknown W. Brackets
f981d39f94 Sustain defaults to 0, not 0x100.
Not sure how I came to that mistaken idea.
2014-02-10 23:48:10 -08:00
Unknown W. Brackets
6392307cbd Calculate the curve on the fly per the PSP.
Values based on lots of testing from the PSP, and match exactly.
2014-02-10 08:43:01 -08:00
Unknown W. Brackets
df7d25f4bf Correct a case where release rate was set negative.
Seems to be capped at INT_MAX like the others, oops.
2014-02-09 11:30:15 -08:00
Unknown W. Brackets
a14850c16b Drop height to 0 when VAG ends.
Otherwise we will set it to !playing and never step the height.
Should fix Yu-Gi-Oh again.  Probably release before was miscalculated as
0 which is why it worked before.
2014-02-09 10:53:47 -08:00