Commit Graph
137 Commits
Author SHA1 Message Date
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
Unknown W. Brackets 074ef84559 Correct the rates set by sceSasSetSimpleADSR().
They were wrong for a few combinations before.  Could have effected how
accurate sound effects were (they may have been too quite, or dropped off
wrong, etc.)
2014-02-07 22:29:54 -08:00
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