Unknown W. Brackets
9c378c4eda
Sas: Properly support the OFF reverb type.
2015-11-01 20:33:42 -08:00
Unknown W. Brackets
42222ad497
Sas: Support the dry flag as well as wet.
2015-11-01 20:32:35 -08:00
Unknown W. Brackets
4a390ea18e
Sas: Default to the right preset in reverb.
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This needs to match waveformEffect.type, which is the default on the PSP.
Otherwise, setting to OFF initially does nothing, and it remains ROOM.
2015-11-01 20:25:21 -08:00
Unknown W. Brackets
a13683e777
Add some param validation for sas functions.
2015-10-31 09:20:14 -07:00
Henrik Rydgard
9fa6f1f89d
Minor improvements to audio debug display
2015-10-31 13:02:19 +01:00
Henrik Rydgard
a941c6e64c
Reverb minor optimization, comment changes
2015-10-28 21:43:38 +01:00
Henrik Rydgard
40246e894c
Fix buzzsaw noises in reverb by preventing integer wraparound in a couple of places
2015-10-28 21:36:00 +01:00
Henrik Rydgard
22f71f1e9a
Show simple info about currently playing audio in on-screen Debug Statistics
2015-10-28 21:20:20 +01:00
Henrik Rydgard
541a5e2c51
Halve the reverb input volume as a quick hack. Remove an unnecessary computation.
2015-10-27 16:34:30 +01:00
Henrik Rydgard
07f311fee1
Those multiplications with 4 from the doc ("scaled by 8" but 16-bit data) didn't seem to make lots of sense... Sounds better removing them
2015-10-27 16:12:05 +01:00
Henrik Rydgard
06fec54dba
Forgot to scale a multiplication. Slightly better but quickly devolves into harsh noise.
2015-10-27 15:56:11 +01:00
Henrik Rydgard
9bb8aff715
Forgot that the address registers are scaled. still doens't fix it.
2015-10-27 15:52:19 +01:00
Henrik Rydgard
85c8f7d3c2
Hook up SasReverb. It sounds more like a buzzsaw than a reverb at the moment, needs debugging.
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Added a bit of code that only enables it when a reverbed sound is active. This will need to be turned off later but useful right now for hearing when it's used..
2015-10-27 12:36:30 +01:00
Henrik Rydgard
0283d00066
Implement a PSX reverb from a specification. Not hooked up.
2015-10-27 11:46:04 +01:00
Unknown W. Brackets
ec2d88cf17
Make the vag block buffer s16.
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The values are clamped already, anyway.
2015-10-24 13:08:10 -07:00
Henrik Rydgård
e632b32be2
Merge pull request #8011 from unknownbrackets/atrac-demux
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Manually read packets in sceAtrac, skipping ffmpeg
2015-10-18 20:51:39 +02:00
Lioncash
b1901fbad2
Core: Remove unimplemented class function declarations
2015-10-18 10:55:11 -04:00
Unknown W. Brackets
d30508ac43
Buildfix for Symbian/Blackberry/etc.
2015-10-17 16:20:27 -07:00
Unknown W. Brackets
0e8d3d9c56
Fix leak in FFmpeg codec ctx usage.
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Turns out we were leaking these here too.
2015-10-17 16:20:25 -07:00
Lioncash
fea7428fdb
Core: Add missing override specifiers
2015-10-17 02:58:02 -04:00
Unknown W. Brackets
e0f85a9c6b
Native merge part 1: skip native/ in includes.
2015-09-06 12:19:33 -07:00
Henrik Rydgard
c8fe0b2690
Minor simplification, buildfixes
2015-07-29 12:38:31 +02:00
Unknown W. Brackets
0c0a5741b8
Fix another dumb mistake in video swizzling.
2015-06-14 09:21:13 -07:00
Henrik Rydgard
23004409bd
Add another missing check for VRAM address before swizzling media
2015-06-14 14:03:45 +02:00
Henrik Rydgard
4f3d18fcb7
Only swizzle written video if actually writing to VRAM
2015-06-14 12:07:09 +02:00
Unknown W. Brackets
e9094872d8
Oops, don't move imgbuf so we can free it.
2015-06-13 16:29:56 -07:00
Unknown W. Brackets
401bd35691
Swizzle video texture data on write to mirrors.
2015-06-13 16:29:56 -07:00
Henrik Rydgard
26624709f7
Hook up the frame profiler to a few measurements
2015-05-24 23:45:36 +02:00
Henrik Rydgard
6660985210
Extract a bunch more color conversion loops.
2015-04-08 22:52:48 +02:00
Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Unknown W. Brackets
03bd1b9b69
Initialize a few sas values earlier.
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This just makes things a little safer, none of these ought to be used
without Start or similar.
2015-03-28 13:06:57 -07:00
Unknown W. Brackets
c16fac6688
Force off full-range color during video decode.
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Fixes #6528 , so should make colors in videos more correct.
2015-03-01 09:27:38 -08:00
Unknown W. Brackets
a8b59e171b
Fix a few type comparison warnings.
2015-02-22 13:31:23 -08:00
sergiobenrocha2
9dbd18e59d
Ensure that it will use ffmpeg from ppsspp, not from the system.
2015-02-03 17:46:51 -02:00
Henrik Rydgard
24c78ed2f4
Add option to turn off the synchronizing audio resampler. Only available if output sample rate is 44100Hz.
2015-01-31 12:12:29 +01:00
Henrik Rydgard
86cee103f3
Add audio debug stats dev tool. Increase audio buffer low watermark a bit, hopefully helping #7370 .
2015-01-29 12:56:17 +01:00
Unknown W. Brackets
daa90024ed
Defer opening audio codec 'til we have block size.
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May fix issues with newer versions of FFmpeg (#5772.)
2015-01-18 12:59:26 -08:00
Henrik Rydgard
8b05e7abf0
Adjust the audio speed on non-60hz Android devices to compensate.
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Greatly improves audio stability on Nexus S.
Fixes #6677 .
2015-01-14 00:45:12 +01:00
Henrik Rydgard
26e4cb4a21
More cleanup
2015-01-11 20:35:52 +01:00
Henrik Rydgard
0c6ceee210
Optimize the resampler a little. Update native with new ability to not force 44khz so we actually get any use.
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This causes Nexus 4 and Nexus 9 to end up on the fast path, greatly decreasing audio latency!
This also removes the "atomic audio" setting as the new audio code is lock-free always.
2015-01-11 18:06:42 +01:00
Henrik Rydgard
1b926ec59e
Increase the resampler buffer size, needed on Shield :(
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Reset DSound to 44100.
2015-01-11 18:06:39 +01:00
Henrik Rydgard
c4169313b7
Resampler: Remove volume handling
2015-01-11 18:06:12 +01:00
Henrik Rydgard
e312d6b5fd
Replace outAudioQueue with Dolphin's resampler.
2015-01-11 18:06:06 +01:00
Unknown W. Brackets
c4c581000f
Report up to 9GB free on the memory stick.
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This works around a bug in a Harry Potter game that happens on real
hardware. Thanks to gdmk02 for a lot of testing.
Unfortunately, it'll still fail with certain amounts of free space, but it
does this on a real PSP also.
2015-01-05 22:38:47 -08:00
Unknown W. Brackets
d6a113809b
Add basic infrastructure to time io better.
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This allows the filesystems to more accurately control timing.
But they're not actually doing it yet (same timing as before.)
2014-12-26 01:15:17 -08:00
Unknown W. Brackets
3f20b32041
Add an option to prevent cpu stall on slow IO.
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This is good for any slow storage, including:
* Hard disk spinning up.
* Generally slow (cheap) SD cards.
* HTTP or Samba streaming.
May possibly cause bugs in some cases where timing is unrealistic. That
being said, as long as the game is a UMD game, and there's caching (could
enable memory caching for storage), it should not be a problem usually.
2014-12-26 01:07:16 -08:00
Lioncash
ff0ea751c5
MediaEngine: Get rid of implicit boolean conversions to int
2014-12-13 23:40:04 -05:00
Henrik Rydgard
1a1faeffd1
More audio microoptimization
2014-12-07 21:14:09 +01:00
Lioncash
f830d5dec7
Core: Mark some functions as const
2014-12-03 15:16:11 -05:00
Unknown W. Brackets
d4e8bd96af
Handle disk full more properly in sceIoWrite().
2014-11-02 10:55:27 -08:00