Commit graph

96 commits

Author SHA1 Message Date
raven02
3f20b5ad77 sceSas : should be always delay thread 2014-02-04 20:03:54 +08:00
Unknown W. Brackets
a00d5a2df8 Set a voice as keyed off when its envelope ends. 2014-02-04 01:35:53 -08:00
raven02
8e8329abec Fix audio gitches 2014-01-27 19:32:35 +08:00
Henrik Rydgård
0414a3faa4 Not having voices playing is not an error. Disabling logging of it. 2014-01-26 16:32:29 +01:00
raven02
7701784608 Not reschelding if voicesPlayingCount == 0 2014-01-26 19:52:31 +08:00
Henrik Rydgård
b333e5b77f Comment the fallthroughs in SasAudio.cpp 2014-01-23 20:58:42 +01:00
Henrik Rydgård
6c5165e505 Revert "Merge pull request #5190 from raven02/patch-32"
This reverts commit aef180259a, reversing
changes made to d69f02dea0.
2014-01-23 20:57:39 +01:00
raven02
9965bbb43e Shouldn't voice.type == VOICETYPE_VAG/PCM 2014-01-24 00:28:53 +08:00
Unknown W. Brackets
4102e649d5 Key off the envelope when the VAG/etc. ends.
Fixes Yu-Gi-Oh Tag Force GX 3 hanging in some places.
2014-01-13 21:42:42 -08:00
Unknown W. Brackets
79864a5ee0 Fix some initialization order warnings. 2014-01-10 22:21:24 -08:00
Henrik Rydgard
ddfdeb2222 VAGADPCM: no need to check end_ for every sample, it's only modified in DecodeBlock (and Start). 2014-01-04 11:01:44 +01:00
Henrik Rydgard
0de71f27cb Optimize the VAGADPCM decoder. 2014-01-04 01:59:20 +01:00
Henrik Rydgård
00c32ddadb Mostly get rid of including "Globals.h" 2013-12-30 10:17:11 +01:00
Henrik Rydgard
2c9a1123f0 Fix audio regression: Don't "WalkCurve" on state OFF 2013-11-17 23:13:30 +01:00
Henrik Rydgard
b30495c8e8 Reapply the "duration" SasAudio optimization. 2013-11-17 16:49:43 +01:00
Henrik Rydgard
5f51432de7 Revert "More minor SasAudio optimizations"
Will reapply later in pieces.

This reverts commit cd251af345.
2013-11-17 16:46:26 +01:00
Henrik Rydgård
4a89e2e74f Add "Dump frame GPU commands" to the "in-game" dev menu too. 2013-11-15 16:49:13 +01:00
Henrik Rydgård
cd251af345 More minor SasAudio optimizations 2013-11-15 12:28:16 +01:00
Henrik Rydgård
21006dc6a7 SasAudio: Compute envelope duration on state changes only. 2013-11-15 12:05:10 +01:00
Sacha
72fd653a31 sceAudio: ARM optimisation. 2013-10-29 00:16:37 +10:00
Unknown W. Brackets
ad8c4af936 Respect the bgm vol setting for at3, mp3, video. 2013-10-26 19:33:25 -07:00
Henrik Rydgard
f0e47838c6 Just break out some functions in SasAudio 2013-10-24 01:19:08 +02:00
Henrik Rydgard
a790c0a723 SasAudio: Add some comments about reverb, and add the reverb type list 2013-10-23 22:59:42 +02:00
Henrik Rydgård
ac2334386a Move BufferQueue out of the at3 plugin header 2013-10-17 12:31:22 +02:00
adrian17
7e3f35dfe3 Removed redundant includes 2013-09-30 19:05:04 +02:00
The Dax
d102baacd0 Prep PPSSPP for Visual Studio 2013. 2013-09-17 10:27:06 -04:00
Unknown W. Brackets
50e9e45d65 Check version in each DoState() func.
They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Henrik Rydgard
78d3ee3d6a Misc cleanup, mostly logging code 2013-09-07 13:01:19 +02:00
ufdada
4576f03bd9 Small improvement for fade-in and fade-out sounds in Loco Roco
The fade-in and fade-out sounds in Loco Roco are way too long, this  small change improves it alot. now the sound that is played after reaching the goal in a level sounds about right.
2013-08-31 18:12:16 +02:00
Unknown W. Brackets
1ed8edb0d3 Avoid some dangerous hex constant widths. 2013-08-22 23:23:48 -07:00
The Dax
8b6790187d Fix some translation issues and change a variable name(it was supposed to be iSFXVolume, but for some reason it never got changed over). 2013-08-09 08:04:13 -04:00
Henrik Rydgård
05dfd27db8 Merge pull request #2638 from bagnz0r/master
Audio optimization, usability fixes, sound peak blowout fix, Polish translation, bugfixes
2013-07-18 02:54:03 -07:00
Unknown W. Brackets
9608067ca2 Cleanup initialization order. 2013-07-07 20:31:04 -07:00
bagnz0r
669216fcab This should be better, previous values still caused a peak blowout. Also
limited sound SE and BGM value to 8, because any higher and you have
garbage.
2013-07-06 23:40:05 +02:00
bagnz0r
26654555b4 Updated block values so that we will have lower latency audio...
Additionally I have fixed the issue with too loud sound effects and broken
buttons in audio settings screen. Before this fix, you wouldn't be able to
set the volume above 5 despite the fact that 8 is the default value.
5
2013-07-06 23:23:17 +02:00
Henrik Rydgard
acf94a35f8 Minor audio optimization 2013-07-06 22:21:52 +02:00
raven02
6c3895491e Add preliminary volume control for BGM and SE 2013-07-06 16:54:13 +08:00
Unknown W. Brackets
4ca084b9ad Add a bit more space for the smoothness hackery.
Prevents a buffer overflow error I was getting randomly.
2013-06-29 16:06:24 -07:00
Henrik Rydgard
67c185f8ea Update native to not wait in the opensl callback. Some minor audio optimizations. Also it seems ffmpeg has changed so update it. 2013-06-22 17:37:09 +02:00
Unknown W. Brackets
16b0a99e5f Adjust some default values for SAS audio. 2013-06-12 08:02:56 -07:00
Unknown W. Brackets
8b4b4a6b8c Use the 1 bit in sceSasRevVON() and cleanup.
Not used yet anyway.
2013-06-12 07:59:54 -07:00
Henrik Rydgard
a581e0d180 Avoid division by zero in audio envelope processing. Fixes sound FX on android in some games. 2013-06-11 11:05:34 +02:00
Unknown W. Brackets
b5ac7eead1 Cleanup some SAS constructors. 2013-06-11 00:37:29 -07:00
Henrik Rydgard
43af3d81d1 Add STATE_SUSTAIN code similar to JPCSP, should fix sound fx again in some games.
Please comment in the github commit if this breaks anything. Fixes #2189
2013-06-10 22:18:50 +02:00
Henrik Rydgård
3185594d3c Merge pull request #2186 from unknownbrackets/sas-minor2
Add some error handling in sceSas, delay sceSasCore()
2013-06-09 23:48:25 -07:00
Unknown W. Brackets
3aaabfb987 Revert #1974, the other fixes are better.
This is no longer needed for games I have, and it breaks Final Fantasy
Tactics' sound effects.

Looking at JPCSP for insight, I saw that it re-enables loops if you set a
voice even with a different address (I think?) but that seems strange.
2013-06-09 22:47:01 -07:00
Unknown W. Brackets
b7152c2f27 Correct envelope scaling in sas mixing.
Sound effects seem a bit loud, but this matches what JPCSP does and I've
added comments based on my understanding of it.  It makes sense.

This makes all the sounds that never get muted when the envelope hits 0 go
away.  Hurray.

Thanks to help from @i1x.
2013-06-09 19:28:21 -07:00
oioitff
c98adee757 Implement __sceSasConcatenateATRAC3.
.
2013-06-09 19:07:02 +08:00
oioitff
883d60fad3 Use a pointer for sampleQueue in SasAtrac3. 2013-06-09 01:58:06 +08:00
oioitff
3c13b574e3 Partly implement __sceSasSetVoiceATRAC3.
Fix Sol Trigger hang up issue.
2013-06-09 01:34:38 +08:00