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@ -169,6 +169,71 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
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// This will be the starting sample for the first time the buffer is played.
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}
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// TODO(xperia64): Is this in the correct spot in terms of the bit handling order?
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if (config.partial_embedded_buffer_dirty) {
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config.partial_embedded_buffer_dirty.Assign(0);
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// As this bit is set by the game, three config options are also updated:
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// buffer_id (after a check comparing the buffer_id to something, probably to make sure it's
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// the same buffer?), flags2_raw.is_looping, and length.
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// A quick and dirty way of extending the current buffer is to just read the whole thing
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// again with the new length. Note that this uses the latched physical address instead of
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// whatever is in config, because that may be invalid.
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const u8* const memory =
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memory_system->GetPhysicalPointer(state.current_buffer_physical_address & 0xFFFFFFFC);
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// TODO(xperia64): This could potentially be optimized by only decoding the new data and
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// appending that to the buffer.
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if (memory) {
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const unsigned num_channels = state.mono_or_stereo == MonoOrStereo::Stereo ? 2 : 1;
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bool valid = false;
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switch (state.format) {
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case Format::PCM8:
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// TODO(xperia64): This may just work fine like PCM16, but I haven't tested and
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// couldn't find any test case games
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UNIMPLEMENTED_MSG("{} not handled for partial buffer updates", "PCM8");
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// state.current_buffer = Codec::DecodePCM8(num_channels, memory, config.length);
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break;
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case Format::PCM16:
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state.current_buffer = Codec::DecodePCM16(num_channels, memory, config.length);
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valid = true;
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break;
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case Format::ADPCM:
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// TODO(xperia64): Are partial embedded buffer updates even valid for ADPCM? What
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// about the adpcm state?
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UNIMPLEMENTED_MSG("{} not handled for partial buffer updates", "ADPCM");
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/* state.current_buffer =
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Codec::DecodeADPCM(memory, config.length, state.adpcm_coeffs,
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state.adpcm_state); */
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break;
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default:
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UNIMPLEMENTED();
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break;
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}
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// Again, because our interpolation consumes samples instead of using an index, let's
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// just re-consume the samples up to the current sample number. There may be some
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// imprecision here with the current sample number, as Detective Pikachu sounds a little
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// rough at times.
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if (valid) {
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// TODO(xperia64): Tomodachi life apparently can decrease config.length when the
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// user skips dialog. I don't know the correct behavior, but to avoid crashing, just
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// reset the current sample number to 0 and don't try to truncate the buffer
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if (state.current_buffer.size() < state.current_sample_number) {
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state.current_sample_number = 0;
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} else {
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state.current_buffer.erase(
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state.current_buffer.begin(),
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std::next(state.current_buffer.begin(), state.current_sample_number));
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}
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}
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}
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LOG_TRACE(Audio_DSP, "partially updating embedded buffer addr={:#010x} len={} id={}",
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state.current_buffer_physical_address, config.length, config.buffer_id);
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}
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if (config.embedded_buffer_dirty) {
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config.embedded_buffer_dirty.Assign(0);
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// HACK
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@ -343,6 +408,7 @@ bool Source::DequeueBuffer() {
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// the first playthrough starts at play_position, loops start at the beginning of the buffer
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state.current_sample_number = (!buf.has_played) ? buf.play_position : 0;
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state.next_sample_number = state.current_sample_number;
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state.current_buffer_physical_address = buf.physical_address;
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state.current_buffer_id = buf.buffer_id;
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state.buffer_update = buf.from_queue && !buf.has_played;
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