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https://github.com/HarbourMasters/Starship.git
synced 2025-01-23 13:35:11 +03:00
Some random fixes
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parent
85dbf74ee4
commit
8da3a6e866
@ -558,6 +558,8 @@ void AudioHeap_ClearCurrentAiBuffer(void) {
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}
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}
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extern s16 audio_buffer[];
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s32 AudioHeap_ResetStep(void) {
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s32 i;
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s32 j;
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@ -597,11 +599,7 @@ s32 AudioHeap_ResetStep(void) {
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gResetFadeoutFramesLeft--;
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AudioHeap_UpdateReverbs();
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} else {
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for (i = 0; i < 3; i++) {
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for (j = 0; j < AIBUF_LEN; j++) {
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gAiBuffers[i][j] = 0;
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}
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}
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memset(audio_buffer, 0, (1056 * 2 * 3) * 2 * 2);
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gResetFadeoutFramesLeft = 4 / sp24;
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gAudioResetStep--;
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break; // needed to match
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@ -619,12 +617,7 @@ s32 AudioHeap_ResetStep(void) {
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case 1:
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AudioHeap_Init();
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gAudioResetStep = 0;
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for (i = 0; i < 3; i++) {
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gAiBuffLengths[i] = gAudioBufferParams.maxAiBufferLength;
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for (j = 0; j < AIBUF_LEN; j++) {
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gAiBuffers[i][j] = 0;
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}
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}
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memset(audio_buffer, 0, (1056 * 2 * 3) * 2 * 2);
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break;
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}
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if (gAudioResetStep < 3) {
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@ -16,10 +16,9 @@
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#define ROUND_DOWN_16(v) ((v) & ~0xf)
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//#define DMEM_BUF_SIZE (0x1000 - 0x0330 - 0x10 - 0x40)
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//#define DMEM_BUF_SIZE (0x1000 - 0x450 - 0x40)
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#define DMEM_BUF_SIZE 0xC90
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#define BUF_U8(a) (rspa.buf.as_u8 + ((a)-0x450))
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#define BUF_S16(a) (rspa.buf.as_s16 + ((a)-0x450) / sizeof(int16_t))
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#define DMEM_BUF_SIZE 0xC80
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#define BUF_U8(a) (rspa.buf.as_u8 + ((a)-0x0330))
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#define BUF_S16(a) (rspa.buf.as_s16 + ((a)-0x0330) / sizeof(int16_t))
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static struct {
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uint16_t in;
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@ -133,7 +132,7 @@ void aInterleaveImpl(uint16_t dest, uint16_t left, uint16_t right, uint16_t c) {
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return;
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}
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int count = ROUND_UP_32(rspa.nbytes) >> 3;
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int count = ROUND_UP_16(rspa.nbytes) >> 2;
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int16_t *l = BUF_S16(left);
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int16_t *r = BUF_S16(right);
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@ -68,7 +68,7 @@ GameEngine::GameEngine() {
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}
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this->context =
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Ship::Context::CreateInstance("Starship", "ship", "starship.cfg.json", OTRFiles, {}, 3, { 44100, 1024, 2480 });
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Ship::Context::CreateInstance("Starship", "ship", "starship.cfg.json", OTRFiles, {}, 3, { 44100, 1056, 1056 * 2 });
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auto loader = context->GetResourceManager()->GetResourceLoader();
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loader->RegisterResourceFactory(std::make_shared<SF64::ResourceFactoryBinaryAnimV0>(), RESOURCE_FORMAT_BINARY,
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@ -150,10 +150,11 @@ void GameEngine::StartFrame() const {
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}
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#define SAMPLES_HIGH 1056
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#define SAMPLES_LOW 890
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#define SAMPLES_LOW 880
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#define NUM_AUDIO_CHANNELS 2
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#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3)
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extern "C"
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s16 audio_buffer[SAMPLES_PER_FRAME * 2 * 2] = { 0 };
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extern "C" s32 audBuffer = 0;
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