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dsp cleaning
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6846 8ced0084-cf51-0410-be5f-012b33b47a6e
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5 changed files with 36 additions and 47 deletions
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@ -119,29 +119,24 @@ void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Siz
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// A piece of code from LLE so we can see how the wrap register affects the sound
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// HORRIBLE UGLINESS, someone please fix.
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// See http://code.google.com/p/dolphin-emu/source/detail?r=3125
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inline u16 ToMask(u16 a)
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inline u16 AddValueToReg(u32 ar, s32 ix)
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{
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a = a | (a >> 8);
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a = a | (a >> 4);
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a = a | (a >> 2);
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return a | (a >> 1);
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}
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u32 wr = 0x3f;
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u32 mx = (wr | 1) << 1;
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u32 nar = ar + ix;
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u32 dar = (nar ^ ar ^ ix) & mx;
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inline s16 AddValueToReg(s16 reg, s32 value)
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{
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s16 tmp = reg;
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u16 tmb = ToMask(0x003f);
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for(int i = 0; i < value; i++) {
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if ((tmp & tmb) == tmb)
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tmp ^= 0x003f;
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else
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tmp++;
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if (ix >= 0)
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{
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if (dar > wr) //overflow
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nar -= wr + 1;
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}
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return tmp;
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else
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{
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if ((((nar + wr + 1) ^ nar) & dar) <= wr) //underflow or below min for mask
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nar += wr + 1;
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}
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return nar;
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}
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void CUCode_Zelda::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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@ -167,7 +162,7 @@ void CUCode_Zelda::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Si
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}
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// TODO: Resample this!
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WARN_LOG(DSPHLE, "Synthesizing the incomplete format 0x%04x", PB.Format);
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INFO_LOG(DSPHLE, "Synthesizing the incomplete format 0x%04x", PB.Format);
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u64 ACC0 = PB.CurSampleFrac << 6;
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