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:
Change to:
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.
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.