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https://github.com/dolphin-emu/dolphin.git
synced 2025-01-10 16:19:28 +01:00
Thanks to Wagnard28 and other lots of people's test, now this will hopefully solve the troubling regression problems between r4616 and r4617.
Sorry about such frequent commits in a short time git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4619 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -139,6 +139,14 @@ struct AudioDMA
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u32 ReadAddress;
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UAudioDMAControl AudioDMAControl;
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int BlocksLeft;
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AudioDMA()
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{
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SourceAddress = 0;
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ReadAddress = 0;
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AudioDMAControl.Hex = 0;
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BlocksLeft = 0;
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}
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};
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// ARDMA
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@ -212,6 +220,7 @@ void Init()
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{
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g_ARAM = (u8 *)AllocateMemoryPages(ARAM_SIZE);
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}
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g_audioDMA.AudioDMAControl.Hex = 0;
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g_dspState.DSPControl.Hex = 0;
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g_dspState.DSPControl.DSPHalt = 1;
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et_GenerateDSPInterrupt = CoreTiming::RegisterEvent("DSPint", GenerateDSPInterrupt_Wrapper);
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@ -408,20 +417,12 @@ void Write16(const u16 _Value, const u32 _Address)
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break;
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case AUDIO_DMA_CONTROL_LEN: // called by AIStartDMA()
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{
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UAudioDMAControl old_control = g_audioDMA.AudioDMAControl;
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g_audioDMA.AudioDMAControl.Hex = _Value;
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if (!old_control.Enabled && g_audioDMA.AudioDMAControl.Enabled)
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{
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// Enabled bit was flipped to true, let's latch address & length and call the interrupt.
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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GenerateDSPInterrupt(DSP::INT_AID);
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INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
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}
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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INFO_LOG(DSPINTERFACE, "AID DMA started - source address %08x, length %i blocks", g_audioDMA.SourceAddress, g_audioDMA.AudioDMAControl.NumBlocks);
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break;
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}
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case AUDIO_DMA_BYTES_LEFT:
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_dbg_assert_(DSPINTERFACE,0);
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break;
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@ -446,9 +447,8 @@ void UpdateAudioDMA()
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g_audioDMA.ReadAddress += 32;
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g_audioDMA.BlocksLeft--;
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if (!g_audioDMA.BlocksLeft) {
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// No need to turn off the DMA - we can only get here if we had
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// blocks left when we entered this function, and no longer have
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// any. Latch new parameters
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// Latch new parameters
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// This is mainly used by NGC games which do auto loops
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g_audioDMA.BlocksLeft = g_audioDMA.AudioDMAControl.NumBlocks;
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g_audioDMA.ReadAddress = g_audioDMA.SourceAddress;
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// DEBUG_LOG(DSPLLE, "ADMA read addresses: %08x", g_audioDMA.ReadAddress);
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@ -184,7 +184,7 @@ void CUCode_AXWii::MixAdd_(short* _pBuffer, int _iSize, ParamBlockType &PB)
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if (!ReadOutPBWii(blockAddr, PB))
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break;
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ProcessUpdates(PB);
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MixAddVoice(PB, templbuffer, temprbuffer, _iSize, true, _CRC);
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MixAddVoice(PB, templbuffer, temprbuffer, _iSize, true, UCODE_AXWII);
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if (!WriteBackPBWii(blockAddr, PB))
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break;
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@ -18,6 +18,7 @@
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#ifndef _UCODE_AX_VOICE_H
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#define _UCODE_AX_VOICE_H
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#include "UCodes.h"
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#include "UCode_AX_ADPCM.h"
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#include "UCode_AX.h"
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#include "../main.h"
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@ -82,7 +83,7 @@ inline bool WriteBackPBWii(u32 pb_address, ParamBlockType& PB)
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}
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template<class ParamBlockType>
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inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii, u32 CRC = 0)
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inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer, int _iSize, bool Wii, u32 _uCode = UCODE_ROM)
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{
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ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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@ -245,15 +246,14 @@ inline void MixAddVoice(ParamBlockType &pb, int *templbuffer, int *temprbuffer,
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}
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else
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{
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// This accurate boundary wrapping will fix the hangup in many Wii games like:
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// New Super Mario Bros.Wii, Fatal Frame 4,
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// Resident Evil Darkside Chronicles, Muramasa The Demon Blade, etc.
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samplePos = newSamplePos - sampleEnd + loopPos;
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if (Wii && (CRC == 0xfa450138))
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if (Wii && (_uCode == UCODE_AXWII))
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{
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// Some Wii games check this flag and will turn it off when necessary
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// If that is the case, DSP should not touch it
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// This accurate boundary wrapping will fix the hangup in many AXWii games like:
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// New Super Mario Bros.Wii, Fatal Frame 4, Resident Evil Darkside Chronicles
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samplePos = newSamplePos - sampleEnd + loopPos;
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// And these AXWii games check this flag and will turn it off when necessary
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// So DSP should not touch it
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//
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//pb.running = 0;
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}
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@ -24,6 +24,7 @@
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#define UCODE_ROM 0x0000000
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#define UCODE_INIT_AUDIO_SYSTEM 0x0000001
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#define UCODE_AXWII 0x1000000
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class CMailHandler;
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