Unknown W. Brackets
ac524eee1b
Atrac: Also read loop count from context RAM.
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Observed the Sol Trigger demo's library writing values here, although in
the cases I saw it wasn't changing it from 0.
2015-11-08 12:22:12 -08:00
Unknown W. Brackets
a0604c6de3
Atrac: DRY a tiny bit of the code down.
2015-11-08 09:04:11 -08:00
Unknown W. Brackets
28a957694a
Atrac: Apply second FACT as loop offset.
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It seems like, when these values are different, the difference indicates
some kind of delta in other sample values?
Mostly trying to match values coming out of firmware structs here.
Fixes music looping in Kurohyo 2.
2015-11-08 08:26:41 -08:00
Unknown W. Brackets
27043b5fa5
Atrac: Do not output remain on ending decode.
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It's not supposed to output 0, or -1, or anything. It leaves the original
value in place. This is probably why some games "liked" different values.
2015-11-08 08:20:09 -08:00
Unknown W. Brackets
9da62c1efc
Atrac: Use end codes for remaining when streaming.
2015-11-07 23:30:09 -08:00
Unknown W. Brackets
959887d407
Atrac: Correct remaining frames return value.
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Streaming buffers still not correct in some cases, primarily looping.
2015-11-07 23:30:09 -08:00
Unknown W. Brackets
e28fa3c426
Atrac: Correct transition to fully loaded.
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Normally it won't go over of course, oops.
2015-11-07 23:30:05 -08:00
Unknown W. Brackets
61e530df91
Atrac: Check more buffer states in GetRemainFrame.
2015-11-07 23:30:04 -08:00
Unknown W. Brackets
a932b0858c
Atrac: Make sure NO_DATA is always set.
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This way we can move away from data_buf, which eventually we'll stop using
entirely, in preference for PSP RAM.
2015-11-07 23:29:59 -08:00
Unknown W. Brackets
3f3700cb45
Atrac: Allow games to update buffer state.
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Because they can and do. This primarily only happens with low level and
SAS streams, I think.
2015-11-07 23:29:59 -08:00
Unknown W. Brackets
91de8e46c1
Atrac: Fix an internal typo.
2015-11-07 23:29:58 -08:00
Unknown W. Brackets
26a81f5179
Atrac: Simplify USE_FFMPEG checks.
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Maybe we should just remove the option, but this way the behavior is a lot
more similar.
2015-11-07 23:29:58 -08:00
Unknown W. Brackets
9ebc9f695e
Atrac: Clean up logging in sceAtracGetRemainFrame.
2015-11-07 23:29:57 -08:00
Unknown W. Brackets
3afc86e9b8
Atrac: correct offsetting logic in resetting.
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Probably not super important exactly, but got the numbers backwards when I
reduced the test data. Oops.
2015-11-06 23:19:21 -08:00
Unknown W. Brackets
696cb6649e
Atrac: Match PSP on reset of streaming data.
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This attempts to match the sizes and positions requested by the PSP
firmware APIs. The two functions have to match: if they don't, it will
start reading incorrect data.
2015-11-05 23:23:59 -08:00
Unknown W. Brackets
4511407506
Atrac: Add reschedule when resetting play pos.
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This matches tests, although the actual delay is more variable.
2015-11-05 23:23:55 -08:00
Unknown W. Brackets
a2c4f7760a
Atrac: Add range check when resetting play pos.
2015-11-05 23:23:50 -08:00
Unknown W. Brackets
91e5916f66
Atrac: Fix sample range check to match output.
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It allows some negative values, actually.
2015-11-05 23:23:45 -08:00
Henrik Rydgard
44be9f2a50
Move Windows GPU init code into Windows/GPU
2015-11-03 23:22:09 +01:00
Karen Tsai
1ba873a496
Override JIT setting in ppsspp.ini for JIT-incapable environments, fakesign PPSSPP binary via adhoc signing in order to prevent crash-at-launch on iOS 9, separate jailbreak detection logic from JIT support logic, temporary change to only enable JIT on iOS 8 and below.
2015-11-03 12:34:33 -05:00
Unknown W. Brackets
869260087c
Fix screenshots to be right side up, not crash.
2015-11-02 19:43:36 -08:00
Henrik Rydgård
fbb30260e3
Merge pull request #8082 from LunaMoo/DisplayEditing
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Add "Display layout editor"
2015-11-02 19:31:05 +01:00
Unknown W. Brackets
11ec29212e
Sas: Correct reverb volume going negative.
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0x1000 (max vol) << 3 is negative, of course when signed...
2015-11-01 21:30:01 -08:00
Unknown W. Brackets
1aac569e73
Sas: Add in zeroes like the PSP seems to.
2015-11-01 20:56:34 -08:00
Unknown W. Brackets
9c378c4eda
Sas: Properly support the OFF reverb type.
2015-11-01 20:33:42 -08:00
Unknown W. Brackets
42222ad497
Sas: Support the dry flag as well as wet.
2015-11-01 20:32:35 -08:00
Unknown W. Brackets
4a390ea18e
Sas: Default to the right preset in reverb.
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This needs to match waveformEffect.type, which is the default on the PSP.
Otherwise, setting to OFF initially does nothing, and it remains ROOM.
2015-11-01 20:25:21 -08:00
tpunix
6672534f49
bugfix of scefont
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charCode should be limit to 16bit
see issue #8131
2015-11-01 21:11:31 +08:00
Henrik Rydgard
b998131581
Move the symbol map to the heap, deallocate it when no game is running.
2015-10-31 23:01:19 +01:00
LunaMoo
ae1cf1d85d
Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
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//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Unknown W. Brackets
a13683e777
Add some param validation for sas functions.
2015-10-31 09:20:14 -07:00
Henrik Rydgard
9fa6f1f89d
Minor improvements to audio debug display
2015-10-31 13:02:19 +01:00
Henrik Rydgård
9cdd23c089
Merge pull request #8105 from unknownbrackets/atrac-parsing
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Improve atrac parsing and differentiate streaming from data
2015-10-31 13:00:15 +01:00
Henrik Rydgård
5ebb5d5630
Merge pull request #8116 from hrydgard/reverb
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Implement sceSas' reverb effect, guessing that the reverb is the same as the one in PSX's SPU
2015-10-29 11:13:04 +01:00
Sacha
bbc4f64999
MIPS: Fix build so we can compile this again.
2015-10-29 02:46:43 +00:00
Henrik Rydgard
a941c6e64c
Reverb minor optimization, comment changes
2015-10-28 21:43:38 +01:00
Henrik Rydgard
40246e894c
Fix buzzsaw noises in reverb by preventing integer wraparound in a couple of places
2015-10-28 21:36:00 +01:00
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
541a5e2c51
Halve the reverb input volume as a quick hack. Remove an unnecessary computation.
2015-10-27 16:34:30 +01:00
Henrik Rydgard
07f311fee1
Those multiplications with 4 from the doc ("scaled by 8" but 16-bit data) didn't seem to make lots of sense... Sounds better removing them
2015-10-27 16:12:05 +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.
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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
Henrik Rydgard
0283d00066
Implement a PSX reverb from a specification. Not hooked up.
2015-10-27 11:46:04 +01:00
Unknown W. Brackets
85fac290c9
Atrac: Calc NO DATA status when loading old state.
2015-10-25 18:00:13 -07:00
Unknown W. Brackets
2b58af3db5
Atrac: Handle loop samples more correctly.
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They need to be offset same as currentSamples. Starting to really think
it'd be better to offset currentSamples instead...
2015-10-25 17:04:27 -07:00
Unknown W. Brackets
278d6b3690
Atrac: Set 0 read offset when fully loaded.
2015-10-25 17:04:27 -07:00
Unknown W. Brackets
85a699912d
Atrac: Correct streamed bytes field in context.
2015-10-25 17:04:26 -07:00
Unknown W. Brackets
5cc13c45f4
Atrac: Try to handle endSample more consistently.
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Maybe we should offset currentSample by the firstSampleOffset instead?
2015-10-25 17:04:25 -07:00
Unknown W. Brackets
e51891e9cd
Atrac: Keep track of PSP-like buffer status.
...
This isn't correct yet, but tracking this much fixes looping of certain
audio.
2015-10-25 17:04:25 -07:00