Zelda HLE: Implement square wave sample source.

Also fix Windows build.
This commit is contained in:
Pierre Bourdon 2014-12-13 17:15:31 +01:00
parent 580fe12c5b
commit 2bb3daf027

View file

@ -476,6 +476,8 @@ struct ZeldaAudioRenderer::VPB
enum SamplesSourceType
{
// Simple square wave at 50% amplitude and 16KHz.
SRC_SQUARE_WAVE = 0,
// Samples stored in ARAM at a rate of 16 samples/9 bytes, AFC encoded,
// at an arbitrary sample rate (resampling is applied).
SRC_AFC_HQ_FROM_ARAM = 9,
@ -751,6 +753,11 @@ void ZeldaAudioRenderer::LoadInputSamples(MixingBuffer* buffer, VPB* vpb)
switch (vpb->samples_source_type)
{
case VPB::SRC_SQUARE_WAVE:
for (size_t i = 0; i < buffer->size(); ++i)
(*buffer)[i] = (i & 1) ? 0x4000 : 0xC000;
break;
case VPB::SRC_AFC_HQ_FROM_ARAM:
DownloadAFCSamplesFromARAM(raw_input_samples.data() + 4, vpb,
NeededRawSamplesCount(*vpb));
@ -978,7 +985,7 @@ void ZeldaAudioRenderer::DecodeAFC(VPB* vpb, s16* dst, size_t block_count)
{
u32 addr = vpb->GetCurrentARAMAddr();
u8* src = (u8*)DSP::GetARAMPtr() + addr;
vpb->SetCurrentARAMAddr(addr + block_count * vpb->samples_source_type);
vpb->SetCurrentARAMAddr(addr + (u32)block_count * vpb->samples_source_type);
for (size_t b = 0; b < block_count; ++b)
{