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DSPHLE/Zelda: use MixingBuffer type (NFC)
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@ -1233,24 +1233,24 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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struct
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struct
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{
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{
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MixingBuffer* buffer;
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MixingBuffer& buffer;
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s16 volume;
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s16 volume;
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s16 volume_delta;
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s16 volume_delta;
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} buffers[8] = {
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} buffers[8] = {
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{&m_buf_front_left, quadrant_volumes[0], volume_deltas[0]},
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{m_buf_front_left, quadrant_volumes[0], volume_deltas[0]},
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{&m_buf_back_left, quadrant_volumes[1], volume_deltas[1]},
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{m_buf_back_left, quadrant_volumes[1], volume_deltas[1]},
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{&m_buf_front_right, quadrant_volumes[2], volume_deltas[2]},
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{m_buf_front_right, quadrant_volumes[2], volume_deltas[2]},
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{&m_buf_back_right, quadrant_volumes[3], volume_deltas[3]},
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{m_buf_back_right, quadrant_volumes[3], volume_deltas[3]},
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{&m_buf_front_left_reverb, reverb_volumes[0], reverb_volume_deltas[0]},
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{m_buf_front_left_reverb, reverb_volumes[0], reverb_volume_deltas[0]},
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{&m_buf_back_left_reverb, reverb_volumes[1], reverb_volume_deltas[1]},
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{m_buf_back_left_reverb, reverb_volumes[1], reverb_volume_deltas[1]},
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{&m_buf_front_right_reverb, reverb_volumes[2], reverb_volume_deltas[2]},
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{m_buf_front_right_reverb, reverb_volumes[2], reverb_volume_deltas[2]},
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{&m_buf_back_right_reverb, reverb_volumes[3], reverb_volume_deltas[3]},
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{m_buf_back_right_reverb, reverb_volumes[3], reverb_volume_deltas[3]},
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};
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};
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for (const auto& buffer : buffers)
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for (const auto& buffer : buffers)
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{
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{
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AddBuffersWithVolumeRamp(buffer.buffer, input_samples, buffer.volume << 16,
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AddBuffersWithVolumeRamp(buffer.buffer, input_samples, buffer.volume << 16,
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(buffer.volume_delta << 16) / (s32)buffer.buffer->size());
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(buffer.volume_delta << 16) / (s32)buffer.buffer.size());
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}
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}
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vpb.dolby_volume_current = vpb.dolby_volume_target;
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vpb.dolby_volume_current = vpb.dolby_volume_target;
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@ -1303,7 +1303,7 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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continue;
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continue;
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}
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}
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s32 new_volume = AddBuffersWithVolumeRamp(dst_buffer, input_samples,
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s32 new_volume = AddBuffersWithVolumeRamp(*dst_buffer, input_samples,
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vpb.channels[i].current_volume << 16, volume_step);
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vpb.channels[i].current_volume << 16, volume_step);
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vpb.channels[i].current_volume = new_volume >> 16;
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vpb.channels[i].current_volume = new_volume >> 16;
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}
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}
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@ -51,6 +51,8 @@ private:
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// See Zelda.cpp for the list of possible flags.
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// See Zelda.cpp for the list of possible flags.
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u32 m_flags;
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u32 m_flags;
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typedef std::array<s16, 0x50> MixingBuffer;
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// Utility functions for audio operations.
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// Utility functions for audio operations.
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// Apply volume to a buffer. The volume is a fixed point integer, usually
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// Apply volume to a buffer. The volume is a fixed point integer, usually
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@ -82,16 +84,15 @@ private:
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//
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//
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// Note: On a real GC, the stepping happens in 32 steps instead. But hey,
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// Note: On a real GC, the stepping happens in 32 steps instead. But hey,
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// we can do better here with very low risk. Why not? :)
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// we can do better here with very low risk. Why not? :)
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template <size_t N>
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s32 AddBuffersWithVolumeRamp(MixingBuffer& dst, const MixingBuffer& src, s32 vol,
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s32 AddBuffersWithVolumeRamp(std::array<s16, N>* dst, const std::array<s16, N>& src, s32 vol,
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s32 step)
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s32 step)
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{
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{
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if (!vol && !step)
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if (!vol && !step)
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return vol;
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return vol;
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for (size_t i = 0; i < N; ++i)
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for (size_t i = 0; i < 0x50; ++i)
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{
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{
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(*dst)[i] += ((vol >> 16) * src[i]) >> 16;
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dst[i] += ((vol >> 16) * src[i]) >> 16;
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vol += step;
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vol += step;
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}
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}
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@ -120,7 +121,6 @@ private:
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u16 m_output_volume = 0;
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u16 m_output_volume = 0;
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// Mixing buffers.
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// Mixing buffers.
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typedef std::array<s16, 0x50> MixingBuffer;
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MixingBuffer m_buf_front_left{};
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MixingBuffer m_buf_front_left{};
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MixingBuffer m_buf_front_right{};
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MixingBuffer m_buf_front_right{};
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MixingBuffer m_buf_back_left{};
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MixingBuffer m_buf_back_left{};
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