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https://github.com/ZDoom/gzdoom-gles.git
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3bfcc5c09c
spc_amp from a x.4 fixed point number to a normal float. - Switched SPC playback from the external SNESAPU.DLL to Blargg's LGPL snes_spc library. I've compiled it with the fast DSP rather than the highly accurate one, since I didn't notice a meaningful difference between the two in my limited testing. In short: SPC playback is now built in to ZDoom. You don't need to download anything extra to make it work, and it also works on Linux as well as Windows (though building with Linux is currently untested). - Fixed: Stereo separation was calculated very wrongly when in 2D sound mode. SVN r794 (trunk)
107 lines
3.6 KiB
Text
107 lines
3.6 KiB
Text
snes_spc Change Log
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-------------------
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snes_spc 0.9.0
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--------------
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- Improved documentation
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- SPC: Added spc_skip() function for quickly seeking in an SPC music
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file. Runs 3-4x faster than normal playback using the fast DSP (or about
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43-60X real-time on my 400 MHz Mac).
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- SPC: Added spc_set_tempo() to change tempo of SPC music playback.
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- SPC: Sample generation is now corrected to generate exactly one pair
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of samples every 32 clocks without exception. Before it could generate a
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few samples more or less depending on how far ahead or behind DSP was at
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the moment.
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- SPC: Changed spc_reset() and spc_soft_reset() to also reset output
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buffer (see spc.h).
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- SPC: Fixed minor timer counting bug.
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- SPC: Stack pointer wrap-around is now emulated (and without any
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noticeable performance hit).
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- SPC: Runs about 5% faster due to various optimizations.
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- SPC: Found way to make fast DSP register accesses cycle-accurate in
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most cases, without reducing performance. Allows fast DSP to pass most
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of my validation tests.
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- DSP: Added surround disable support to fast DSP again.
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- DSP: Improved voice un-muting to take effect immediately on fast DSP.
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- DSP: Noise shift register now starts at 0x4000 instead of 0x4001 as it
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incorrectly did before.
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- Converted library to C++ code internally. A C interface is still
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included in spc.h and dsp.h. Note that these are different than the
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previous interface, so your code will require minor changes:
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Old SPC code New SPC code
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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#include "spc/spc.h" #include "snes_spc/spc.h"
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snes_spc_t* spc; SNES_SPC* spc;
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spc = malloc( sizeof (snes_spc_t) ); spc = spc_new();
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spc_init( spc );
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spc_end_frame( time ); spc_end_frame( spc, time );
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/* etc. */
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/* done using SPC */ spc_delete( spc );
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Old DSP code New DSP code
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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#include "spc/spc_dsp.h" #include "snes_spc/dsp.h"
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spc_dsp_init( ram ); SPC_DSP* dsp;
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dsp = spc_dsp_new();
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spc_dsp_init( dsp, ram );
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spc_dsp_run( count ); spc_dsp_run( dsp, count );
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/* etc. */
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/* done using DSP */ spc_dsp_delete( dsp );
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snes_spc 0.8.0
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--------------
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- Added several demos
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- Added high-pass/low-pass filter to better match SNES sound
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- Added save state functionality for SPC and accurate DSP (but not fast
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DSP)
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- Added emulation of reset switch on NES (soft reset)
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- Made source more compatible with pre-C99 compilers by eliminating
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mid-block declarations
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- SPC: Many S-SMP accuracy improvements, mostly in memory access times
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- SPC: S-SMP speed improvements
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- SPC: Added SPC load/save functions and KON checking to help trim
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silence from beginning
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- SPC: Changed spc_init() to have you allocate most of the memory used
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by the library so you have more control over it
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- DSP: New highly accurate DSP and faster version derived from same code
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- DSP: Changed prefix from dsp_ to spc_dsp_. Your DSP code will require
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changes.
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- DSP: Removed surround disable and gain. Gain can now be done with the
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dsp_filter module, and surround disable will probably only be
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implemented in the fast DSP at some point.
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- DSP: Changed interface to work in clocks rather than samples,
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necessary for the new accurate DSP. Sample output is now done with
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separate functions. Your DSP code will require changes.
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