mirror of https://github.com/zeldaret/mm.git
342 lines
11 KiB
C
342 lines
11 KiB
C
#include "global.h"
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void AudioEffects_SequenceChannelProcessSound(SequenceChannel* channel, s32 recalculateVolume, s32 applyBend) {
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f32 channelVolume;
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f32 chanFreqScale;
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s32 i;
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if (channel->changes.s.volume || recalculateVolume) {
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channelVolume = channel->volume * channel->volumeScale * channel->seqPlayer->appliedFadeVolume;
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if (channel->seqPlayer->muted && (channel->muteFlags & MUTE_FLAGS_SOFTEN)) {
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channelVolume = channel->seqPlayer->muteVolumeScale * channelVolume;
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}
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channel->appliedVolume = channelVolume * channelVolume;
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}
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if (channel->changes.s.pan) {
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channel->pan = channel->newPan * channel->panChannelWeight;
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}
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chanFreqScale = channel->freqScale;
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if (applyBend) {
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chanFreqScale *= channel->seqPlayer->bend;
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channel->changes.s.freqScale = true;
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}
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for (i = 0; i < ARRAY_COUNT(channel->layers); i++) {
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SequenceLayer* layer = channel->layers[i];
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if (layer != NULL && layer->enabled && layer->note != NULL) {
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if (layer->notePropertiesNeedInit) {
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layer->noteFreqScale = layer->freqScale * chanFreqScale;
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layer->noteVelocity = layer->velocitySquare2 * channel->appliedVolume;
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layer->notePan = (channel->pan + layer->pan * (0x80 - channel->panChannelWeight)) >> 7;
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layer->notePropertiesNeedInit = false;
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} else {
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if (channel->changes.s.freqScale) {
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layer->noteFreqScale = layer->freqScale * chanFreqScale;
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}
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if (channel->changes.s.volume || recalculateVolume) {
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layer->noteVelocity = layer->velocitySquare2 * channel->appliedVolume;
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}
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if (channel->changes.s.pan) {
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layer->notePan = (channel->pan + layer->pan * (0x80 - channel->panChannelWeight)) >> 7;
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}
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}
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}
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}
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channel->changes.asByte = 0;
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}
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void AudioEffects_SequencePlayerProcessSound(SequencePlayer* seqPlayer) {
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s32 i;
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if ((seqPlayer->fadeTimer != 0) && (seqPlayer->skipTicks == 0)) {
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seqPlayer->fadeVolume += seqPlayer->fadeVelocity;
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seqPlayer->recalculateVolume = true;
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if (seqPlayer->fadeVolume > 1.0f) {
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seqPlayer->fadeVolume = 1.0f;
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}
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if (seqPlayer->fadeVolume < 0.0f) {
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seqPlayer->fadeVolume = 0.0f;
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}
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seqPlayer->fadeTimer--;
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if (seqPlayer->fadeTimer == 0 && seqPlayer->state == 2) {
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AudioSeq_SequencePlayerDisable(seqPlayer);
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return;
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}
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}
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if (seqPlayer->recalculateVolume) {
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seqPlayer->appliedFadeVolume = seqPlayer->fadeVolume * seqPlayer->fadeVolumeScale;
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}
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for (i = 0; i < ARRAY_COUNT(seqPlayer->channels); i++) {
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if (seqPlayer->channels[i]->enabled == true) {
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AudioEffects_SequenceChannelProcessSound(seqPlayer->channels[i], seqPlayer->recalculateVolume,
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seqPlayer->applyBend);
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}
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}
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seqPlayer->recalculateVolume = false;
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}
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f32 AudioEffects_GetPortamentoFreqScale(Portamento* portamento) {
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u32 loResCur;
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f32 portamentoFreq;
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portamento->cur += portamento->speed;
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loResCur = (portamento->cur >> 8) & 0xFF;
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if (loResCur >= 127) {
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loResCur = 127;
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portamento->mode = 0;
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}
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portamentoFreq = AUDIO_LERPIMP(1.0f, gBendPitchOneOctaveFrequencies[loResCur + 128], portamento->extent);
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return portamentoFreq;
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}
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s16 AudioEffects_GetVibratoPitchChange(VibratoState* vib) {
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s32 index;
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vib->time += (s32)vib->rate;
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index = (vib->time >> 10) & 0x3F;
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return vib->curve[index];
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}
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f32 AudioEffects_GetVibratoFreqScale(VibratoState* vib) {
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static f32 activeVibratoFreqScaleSum = 0.0f;
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static s32 activeVibratoCount = 0;
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f32 pitchChange;
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f32 extent;
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f32 invExtent;
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f32 result;
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f32 scaledExtent;
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VibratoSubStruct* subVib = vib->vibSubStruct;
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if (vib->delay != 0) {
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vib->delay--;
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return 1.0f;
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}
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if (subVib != NULL) {
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if (vib->extentChangeTimer) {
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if (vib->extentChangeTimer == 1) {
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vib->extent = (s32)subVib->vibratoExtentTarget;
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} else {
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vib->extent += ((s32)subVib->vibratoExtentTarget - vib->extent) / (s32)vib->extentChangeTimer;
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}
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vib->extentChangeTimer--;
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} else if (subVib->vibratoExtentTarget != (s32)vib->extent) {
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if ((vib->extentChangeTimer = subVib->vibratoExtentChangeDelay) == 0) {
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vib->extent = (s32)subVib->vibratoExtentTarget;
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}
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}
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if (vib->rateChangeTimer) {
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if (vib->rateChangeTimer == 1) {
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vib->rate = (s32)subVib->vibratoRateTarget;
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} else {
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vib->rate += ((s32)subVib->vibratoRateTarget - vib->rate) / (s32)vib->rateChangeTimer;
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}
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vib->rateChangeTimer--;
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} else if (subVib->vibratoRateTarget != (s32)vib->rate) {
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if ((vib->rateChangeTimer = subVib->vibratoRateChangeDelay) == 0) {
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vib->rate = (s32)subVib->vibratoRateTarget;
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}
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}
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}
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if (vib->extent == 0.0f) {
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return 1.0f;
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}
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pitchChange = AudioEffects_GetVibratoPitchChange(vib) + 32768.0f;
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scaledExtent = vib->extent / 4096.0f;
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extent = scaledExtent + 1.0f;
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invExtent = 1.0f / extent;
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// inverse linear interpolation
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result = 1.0f / ((extent - invExtent) * pitchChange / 65536.0f + invExtent);
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activeVibratoFreqScaleSum += result;
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activeVibratoCount++;
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return result;
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}
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void AudioEffects_NoteVibratoUpdate(Note* note) {
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if (note->playbackState.portamento.mode != 0) {
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note->playbackState.portamentoFreqScale = AudioEffects_GetPortamentoFreqScale(¬e->playbackState.portamento);
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}
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if (note->playbackState.vibratoState.active) {
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note->playbackState.vibratoFreqScale = AudioEffects_GetVibratoFreqScale(¬e->playbackState.vibratoState);
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}
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}
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void AudioEffects_NoteVibratoInit(Note* note) {
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NotePlaybackState* playbackState = ¬e->playbackState;
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VibratoState* vib = &playbackState->vibratoState;
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VibratoSubStruct* subVib;
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vib->active = true;
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vib->curve = gWaveSamples[2];
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if (playbackState->parentLayer->unk_0A.s.bit_3 == 1) {
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vib->vibSubStruct = &playbackState->parentLayer->channel->vibrato;
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} else {
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vib->vibSubStruct = &playbackState->parentLayer->vibrato;
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}
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subVib = vib->vibSubStruct;
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if ((vib->extentChangeTimer = subVib->vibratoExtentChangeDelay) == 0) {
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vib->extent = (s32)subVib->vibratoExtentTarget;
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} else {
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vib->extent = (s32)subVib->vibratoExtentStart;
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}
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if ((vib->rateChangeTimer = subVib->vibratoRateChangeDelay) == 0) {
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vib->rate = (s32)subVib->vibratoRateTarget;
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} else {
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vib->rate = (s32)subVib->vibratoRateStart;
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}
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playbackState->vibratoFreqScale = 1.0f;
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vib->time = 0;
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vib->delay = subVib->vibratoDelay;
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}
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void AudioEffects_NotePortamentoInit(Note* note) {
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note->playbackState.portamentoFreqScale = 1.0f;
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note->playbackState.portamento = note->playbackState.parentLayer->portamento;
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}
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void AudioEffects_AdsrInit(AdsrState* adsr, EnvelopePoint* envelope, s16* volOut) {
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adsr->action.asByte = 0;
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adsr->delay = 0;
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adsr->envelope = envelope;
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adsr->sustain = 0.0f;
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adsr->current = 0.0f;
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adsr->velocity = 0.0f;
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// (An older versions of the audio engine used in Super Mario 64 did
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// adsr->volOut = volOut. That line and associated struct member were
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// removed, but the function parameter was forgotten and remains.)
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}
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f32 AudioEffects_AdsrUpdate(AdsrState* adsr) {
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u8 state = adsr->action.s.state;
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switch (state) {
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case ADSR_STATE_DISABLED:
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return 0.0f;
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case ADSR_STATE_INITIAL:
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if (adsr->action.s.hang) {
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adsr->action.s.state = ADSR_STATE_HANG;
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break;
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}
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// fallthrough
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case ADSR_STATE_START_LOOP:
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adsr->envIndex = 0;
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adsr->action.s.state = ADSR_STATE_LOOP;
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// fallthrough
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retry:
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case ADSR_STATE_LOOP:
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adsr->delay = adsr->envelope[adsr->envIndex].delay;
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switch (adsr->delay) {
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case ADSR_DISABLE:
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adsr->action.s.state = ADSR_STATE_DISABLED;
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break;
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case ADSR_HANG:
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adsr->action.s.state = ADSR_STATE_HANG;
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break;
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case ADSR_GOTO:
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adsr->envIndex = adsr->envelope[adsr->envIndex].arg;
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goto retry;
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case ADSR_RESTART:
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adsr->action.s.state = ADSR_STATE_INITIAL;
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break;
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default:
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adsr->delay *= gAudioContext.audioBufferParameters.unk_24;
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if (adsr->delay == 0) {
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adsr->delay = 1;
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}
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adsr->target = adsr->envelope[adsr->envIndex].arg / 32767.0f;
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adsr->target = adsr->target * adsr->target;
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adsr->velocity = (adsr->target - adsr->current) / adsr->delay;
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adsr->action.s.state = ADSR_STATE_FADE;
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adsr->envIndex++;
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break;
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}
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if (adsr->action.s.state != ADSR_STATE_FADE) {
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break;
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}
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// fallthrough
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case ADSR_STATE_FADE:
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adsr->current += adsr->velocity;
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if (--adsr->delay <= 0) {
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adsr->action.s.state = ADSR_STATE_LOOP;
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}
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// fallthrough
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case ADSR_STATE_HANG:
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break;
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case ADSR_STATE_DECAY:
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case ADSR_STATE_RELEASE:
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adsr->current -= adsr->fadeOutVel;
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if (adsr->sustain != 0.0f && state == ADSR_STATE_DECAY) {
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if (adsr->current < adsr->sustain) {
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adsr->current = adsr->sustain;
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adsr->delay = 128;
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adsr->action.s.state = ADSR_STATE_SUSTAIN;
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}
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break;
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}
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if (adsr->current < 0.00001f) {
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adsr->current = 0.0f;
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adsr->action.s.state = ADSR_STATE_DISABLED;
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}
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break;
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case ADSR_STATE_SUSTAIN:
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adsr->delay--;
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if (adsr->delay == 0) {
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adsr->action.s.state = ADSR_STATE_RELEASE;
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}
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break;
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}
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if (adsr->action.s.decay) {
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adsr->action.s.state = ADSR_STATE_DECAY;
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adsr->action.s.decay = false;
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}
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if (adsr->action.s.release) {
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adsr->action.s.state = ADSR_STATE_RELEASE;
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adsr->action.s.release = false;
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}
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if (adsr->current < 0.0f) {
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return 0.0f;
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}
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if (adsr->current > 1.0f) {
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return 1.0f;
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}
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return adsr->current;
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}
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