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https://github.com/ekeeke/Genesis-Plus-GX.git
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improved audio accuracy (input samplerate is now adjusted according to emulated framerate)
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15
HISTORY.txt
15
HISTORY.txt
@ -9,29 +9,32 @@ Genesis Plus GX 1.4.0 (??/??/????) (Eke-Eke)
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* added an option to boost SN76489 Noise Channel
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* removed outdated Gens YM2612 core
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* improved YM2612 core general accuracy (SSG-EG, CSM mode,...) (based upon Nemesis recent tests on real MD)
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* improved YM2612 LFO emulation (fixes "Spider-Man & Venom : Separation Anxiety" intro music)
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* improved YM2612 LFO emulation accuracy (fixes "Spider-Man & Venom : Separation Anxiety" intro music)
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* fixed YM2612 context saving/loading.
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* added 3-Band EQ for fully configurable sound filtering (credits to Neil C / Etanza Systems)
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* removed libsamplerate support, implemented faster/better FIR resampler (thanks to Blargg and AamirM)
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* added 3-Band EQ for fully configurable sound filtering (thanks to Neil C)
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* implemented faster FIR resampler, dropped libsamplerate support (thanks to Blargg & AamirM)
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* improved VDP sprite masking emulation: fixes 3D level in Mickey Mania (thanks to Nemesis for his sprite test program)
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* fixed 2-Cell vertical scrolling when column 0 is shifted.
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* added support for 2-Cell vertical scrolling in Interlaced 2 mode.
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* fixed lightgun autodetection: fixes cursor position in Lethal Enforcers II
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* fixed lightgun auto detection: fixes cursor position in Lethal Enforcers II
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* improved DIVU/DVIS (thanks to Jorge Cwik) & MULU/MULS 68000 instructions timing accuracy
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* updated Z80 core to last version (fixes interrupt Mode 0 timing and some BIT instructions)
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* fixed Backup Memory support in some games using serial EEPROM
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* added Game Genie hardware emulation (Game Genie ROM is now fully supported, see README for more details)
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* added Action Replay hardware emulation (Action replay ROM is now fully supported, see README for more details)
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* added S&K "Lock-On" hardware emulation ("lock" any games to Sonic & Knuckles)
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* added Cartridge "hot swap" feature (swap games without reseting the virtual console)
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* various code cleanup & core optimizations
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[Gamecube/Wii]
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* improved audio/video synchronization: fixes video skipping issues in 60Hz modes
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* fixed stability issues and some (potential) memory leaks
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* fixed stability issues and some potential memory leaks
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* added internal screenshot feature
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* improved lightgun cursors
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* implemented new FONT & GUI engines: use internal IPL FONT, GX hardware & multithreading for fast rendering.
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* implemented new interface: incl. IR pointing, ROM snapshots, menu effects, sound effects, BGM... (check the README for more details)
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* implemented new interface: incl. IR pointing, game snapshots, menu effects, sound effects, BGM...
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(check the README for more details)
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@ -126,7 +126,7 @@ void reloadrom (int size, char *name)
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else
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{
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system_init (); /* Initialize System */
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audio_init(48000); /* Audio System initialization */
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audio_init(48000,vdp_pal?50.0:(1000000.0/16715.0));
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ClearGGCodes (); /* Clear Game Genie patches */
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system_reset (); /* System Power ON */
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}
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@ -281,7 +281,7 @@ int Fir_Resampler_input_needed( unsigned long output_count )
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output_count -= 2;
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}
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long input_extra = input_count - (write_pos - &buffer [(WIDTH - 1) * STEREO]);
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long input_extra = input_count - (write_pos - &buffer [WRITE_OFFSET]);
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if ( input_extra < 0 )
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input_extra = 0;
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return input_extra;
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@ -61,24 +61,26 @@ static inline void psg_update(int cnt)
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}
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/* initialize sound chips emulation */
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void sound_init(int rate)
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void sound_init(int rate, double fps)
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{
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double vclk = (vdp_pal ? (double)CLOCK_PAL : (double)CLOCK_NTSC) / 7.0; /* 68000 and YM2612 clock */
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double zclk = (vdp_pal ? (double)CLOCK_PAL : (double)CLOCK_NTSC) / 15.0; /* Z80 and SN76489 clock */
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/* cycle-accurate FM & PSG samples */
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m68cycles_per_sample[0] = (int)(((double)m68cycles_per_line * (double)lines_per_frame * (double)vdp_rate / (double)rate) + 0.5);
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m68cycles_per_sample[0] = (int)(((double)m68cycles_per_line * (double)lines_per_frame * fps/ (double)rate) + 0.5);
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m68cycles_per_sample[1] = m68cycles_per_sample[0];
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/* YM2612 is emulated at its original frequency (VLCK/144) */
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if (config.hq_fm)
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{
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/* "real" ratio is (vclk/144.0)/(rate) but since we need perfect synchronization between video & audio
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on the target system, we are not exactly running at the real genesis framerate but the target
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framerate (which is calculated so that no video or audio frameskip occur)
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*/
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Fir_Resampler_time_ratio((double)m68cycles_per_line * (double)lines_per_frame * fps / 144.0 / (double)rate);
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m68cycles_per_sample[0] = 144;
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/* "real" ratio is (vclk/144.0)/(rate) but this causes scratchy sound in Wii/GCN 50Hz video mode */
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/* since "real" framerate is lower than 50 fps whereas PAL Wii/GCN framerate is higher than 50 fps */
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/* it's better to directly use the ratio between generated & expected numbers of samples per frame */
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Fir_Resampler_time_ratio((double)m68cycles_per_line * (double)lines_per_frame * (double)vdp_rate / 144.0 / (double)rate);
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}
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/* initialize sound chips */
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@ -25,7 +25,7 @@
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#define _SOUND_H_
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/* Function prototypes */
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extern void sound_init(int rate);
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extern void sound_init(int rate, double fps);
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extern void sound_update(int fm_len, int psg_len);
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extern void fm_reset(void);
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extern void fm_write(unsigned int cpu, unsigned int address, unsigned int data);
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@ -138,7 +138,7 @@ void audio_update (int size)
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/****************************************************************
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* AUDIO System initialization
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****************************************************************/
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int audio_init (int rate)
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int audio_init (int rate, double fps)
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{
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/* Shutdown first */
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audio_shutdown();
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@ -151,7 +151,7 @@ int audio_init (int rate)
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snd.sample_rate = rate;
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/* Calculate the sound buffer size (for one frame) */
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snd.buffer_size = (rate / vdp_rate) + 32;
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snd.buffer_size = (rate / vdp_rate) + 8;
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#ifndef NGC
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/* Output buffers */
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@ -182,7 +182,7 @@ int audio_init (int rate)
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snd.enabled = 1;
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/* Initialize Sound Chips emulation */
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sound_init(rate);
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sound_init(rate,fps);
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return (0);
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}
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@ -238,6 +238,7 @@ void system_reset (void)
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if (snd.fm.buffer[0]) memset (snd.fm.buffer[0], 0, SND_SIZE);
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if (snd.fm.buffer[1]) memset (snd.fm.buffer[1], 0, SND_SIZE);
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Fir_Resampler_clear();
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llp = rrp = 0;
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}
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/****************************************************************
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@ -87,7 +87,7 @@ extern int32 current_z80;
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extern uint8 system_hw;
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/* Function prototypes */
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extern int audio_init (int rate);
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extern int audio_init (int rate,double fps);
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extern void audio_shutdown (void);
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extern void audio_update (int len);
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extern void audio_set_equalizer(void);
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