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DSP_HLE and Zelda_Ucode??
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DSP_HLE and Zelda_Ucode??
07-05-2009, 09:29 AM
#1
Xtreme2damax Offline
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When peeking at the source for the Zelda ucode I noticed buffers for the left and right channels, however nothing for a center/center channel.

Is there a need for a center buffer/channel, or is this not something that is on the actual hardware?

I also noticed that links voice or sound effects are quite low compared to the the environmental effects and music.

Changing this seemed to make links voice and other sound effects more audible, still environment effects and music exceed the volume of links voice and other effects such as his sword slashes, Windwaker sound, menu sounds:

In UCode_Zelda_Voice.cpp

Find:
Code:
// TODO: Some noises in Zelda WW (birds, etc) have a volume of 0
// Really not sure about the masking here, but it seems to kill off some overly loud
// sounds in Zelda TP. Needs investigation.
s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)(
            (PB.volumeLeft1 & 0x1FFF) + (PB.volumeLeft2 & 0x1FFF)) * 0.00005);
        s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)(
            (PB.volumeRight1 & 0x1FFF) + (PB.volumeRight2 & 0x1FFF)) * 0.00005);

Change to:
Code:
// TODO: Some noises in Zelda WW (birds, etc) have a volume of 0
        // Really not sure about the masking here, but it seems to kill off some overly loud
        // sounds in Zelda TP. Needs investigation.
        s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)(
            (PB.volumeLeft1 & 0x1FFF) + (PB.volumeLeft2 & 0x1FFF)) * 0.00025);
        s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)(
            (PB.volumeRight1 & 0x1FFF) + (PB.volumeRight2 & 0x1FFF)) * 0.00025);

I'm also experimenting with some other things in the code, I'm trying my best to figure out what does what despite my lack of coding knowledge.

If I knew how to code, there would be less need to tinker or experiment, I would immediately know what the code does and how to adjust it accordingly, as well as implement new features.
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07-05-2009, 10:05 AM
#2
gcp111
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(07-05-2009, 09:29 AM)Xtreme2damax Wrote: I would immediately know what the code does and how to adjust it accordingly, as well as implement new features.

Well, no. Knowing how to code != being a real programmer. All knowing C++ would tell you is that they're masking 0x1FFF to the volume integer. That's not much use unless you know what you're doing, or they document it very well. (In this case, they at least provide comments.)

Implementing new features requires you to be familiar with the codebase and optionally the hardware.

Just go learn C++ and see for yourself. It's not that hard to learn it.
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07-05-2009, 02:50 PM
#3
Xtreme2damax Offline
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Well it's hard enough for me to learn.. Tongue

I thought I would mention a couple things:

1. Music mod has been removed again, hopefully for the last time. However "Disable streaming audio" still remains in the DSP_HLE configuration which was a part of Music mod.

2. Since the major Dsp work, the Resident Evil Zero audio fix is now broken. Despite the recent improvements in Dsp emulation, some audio still will not play without this fix or will cut off midway through playing. Perhaps a way will be found to fix the audio for these games without the need for this fix/hack, until then probably trying to find out what broke this fix might be more viable.
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07-05-2009, 03:24 PM
#4
gcp111
Unregistered
 
(07-05-2009, 02:50 PM)Xtreme2damax Wrote: Well it's hard enough for me to learn.. Tongue

lol, why? Do you have any prior programming experience? C++ is much more complex than, say, Java, but it's still not as bad as some (lol like ASM, that's a bitch)
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