Genesis-Plus-GX/source/sound/eq.c
ekeeke31 ab4638144c [Core/VDP]
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* added support for Master System compatibility mode (Z80 ports access mode), incl. Mode 5 rendering.
* added Mode 4 rendering for both Genesis & Master System modes.
* added alternate BG planes rendering functions (should be faster on PPC architectures).

[Core/IO]
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* added support for Master System compatibility mode (Z80 ports access mode).
* added Master System peripherals emulation (Control Pad, Paddle, Sports Pad & Light Phaser).
* added XE-1AP (analog controller) emulation.
* added Activator emulation.

[Core/Extra]
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* added support for all known Master System cartridge mappers.
* added copy-protection hardware emulation for a few MD unlicensed games: fixes 777 Casino (crash when talking to bunny girls).
(NB: most of those unlicensed games seem to have been already patched by ROM dumpers, main purpose is documenting them)
* added support for Top Shooter arcade board controller. (A=Shoot, B=Bet, C/RIGHT=Coins, START=Start, hold UP on startup to enter service mode)
* improved King of Fighters 98 mapper emulation (registers address decoding is now 100% accurate)
* fixed Game Genie when several codes affect same ROM address.
* fixed EEPROM types for Brian Lara Cricket & NBA Jam TE (verified on real cartridges)

[Core/General]
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* added Master System compatibility mode emulation (automatically enabled when loading ROM file with .sms extension).
* improved savestate stability & compatibility (support for old 1.4.x savestates is preserved)
* various code cleanup & comments.

[Gamecube/Wii]
---------------
* fixed cheat codes handling when several codes affect same ROM address.
* improved input controller detection on menu exit.
* improved key remapping dialog box to match emulated device
* changed Menu key for Gamecube controller to allow MODE button mapping
* fixed DVD not being unmounted on swap (memory leak)

[Wii only]
---------------
* added USB mouse support for Sega Mouse emulation
* compiled with latest libogc: improves USB compatibility & fixes stability issues with Wiimotes.
2011-03-31 22:11:05 +00:00

132 lines
3.1 KiB
C

//----------------------------------------------------------------------------
//
// 3 Band EQ :)
//
// EQ.C - Main Source file for 3 band EQ
//
// (c) Neil C / Etanza Systems / 2K6
//
// Shouts / Loves / Moans = etanza at lycos dot co dot uk
//
// This work is hereby placed in the public domain for all purposes, including
// use in commercial applications.
//
// The author assumes NO RESPONSIBILITY for any problems caused by the use of
// this software.
//
//----------------------------------------------------------------------------
// NOTES :
//
// - Original filter code by Paul Kellet (musicdsp.pdf)
//
// - Uses 4 first order filters in series, should give 24dB per octave
//
// - Now with P4 Denormal fix :)
//----------------------------------------------------------------------------
// ----------
//| Includes |
// ----------
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "eq.h"
// -----------
//| Constants |
// -----------
static double vsa = (1.0 / 4294967295.0); // Very small amount (Denormal Fix)
// ---------------
//| Initialise EQ |
// ---------------
// Recommended frequencies are ...
//
// lowfreq = 880 Hz
// highfreq = 5000 Hz
//
// Set mixfreq to whatever rate your system is using (eg 48Khz)
void init_3band_state(EQSTATE * es, int lowfreq, int highfreq, int mixfreq)
{
// Clear state
memset(es, 0, sizeof(EQSTATE));
// Set Low/Mid/High gains to unity
es->lg = 1.0;
es->mg = 1.0;
es->hg = 1.0;
// Calculate filter cutoff frequencies
es->lf = 2 * sin(M_PI * ((double) lowfreq / (double) mixfreq));
es->hf = 2 * sin(M_PI * ((double) highfreq / (double) mixfreq));
}
// ---------------
//| EQ one sample |
// ---------------
// - sample can be any range you like :)
//
// Note that the output will depend on the gain settings for each band
// (especially the bass) so may require clipping before output, but you
// knew that anyway :)
double do_3band(EQSTATE * es, int sample)
{
// Locals
double l, m, h; // Low / Mid / High - Sample Values
// Filter #1 (lowpass)
es->f1p0 += (es->lf * ((double) sample - es->f1p0)) + vsa;
es->f1p1 += (es->lf * (es->f1p0 - es->f1p1));
es->f1p2 += (es->lf * (es->f1p1 - es->f1p2));
es->f1p3 += (es->lf * (es->f1p2 - es->f1p3));
l = es->f1p3;
// Filter #2 (highpass)
es->f2p0 += (es->hf * ((double) sample - es->f2p0)) + vsa;
es->f2p1 += (es->hf * (es->f2p0 - es->f2p1));
es->f2p2 += (es->hf * (es->f2p1 - es->f2p2));
es->f2p3 += (es->hf * (es->f2p2 - es->f2p3));
h = es->sdm3 - es->f2p3;
// Calculate midrange (signal - (low + high))
//m = es->sdm3 - (h + l);
// fix from http://www.musicdsp.org/showArchiveComment.php?ArchiveID=236 ?
m = sample - (h + l);
// Scale, Combine and store
l *= es->lg;
m *= es->mg;
h *= es->hg;
// Shuffle history buffer
es->sdm3 = es->sdm2;
es->sdm2 = es->sdm1;
es->sdm1 = sample;
// Return result
return (int) (l + m + h);
}