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authormylek4 <mylek4@gmail.com>2010-08-03 15:30:33 +0000
committermylek4 <mylek4@gmail.com>2010-08-03 15:30:33 +0000
commit340912dc1e8efa7f4d1bbedc3366115c87f47466 (patch)
tree967998c3865c741f5c72fa52179264221b4bc4b9 /Source/Core/DebuggerWX/Src/CodeWindow.cpp
parentfe0f25c737b2f270b40efcd09b6852fe208d4eb9 (diff)
DSP HLE
* Some fixes to linear interpolation * Adds interpolation to ADPCM samples * Relaxed a volume limit in ADPCM_Vol Fixed: - Frac rolls over one iteration before samplePos advances. Can introduce noise similar to flipping samples (1234 => 1214). Introduced oldFrac to fix this. This isn't as noticeable as it probably should be because of below. - When samplePos doesn't advance it interpolates between two copies of the same sample which actually does nothing. Changed it to always use the current and next sample. - When frac is 0 you should get 100% of yn2 instead of ~99% added a +yn2 to balance it. Other changes: - Added linear interpolation for ADPCM. Sounds like a good idea. - Set ADPCM_Vol to clamp to x8000 instead of x4e20. Some games will play some sounds at x8000 volume anyways since the volume is applied before this. Lower limit can result in quiet music (x4e20) but some loud ambient sounds (0x8000). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6041 8ced0084-cf51-0410-be5f-012b33b47a6e
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