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list, it should just be ignored during the propagation stage. - After sleeping on it and realizing what was really going in, I generalized the inventory fix from the 13th: The actor is flagged by Destroy(), then it is later inserted into the thinker list by DThinker::SerializeAll(). So rather than unlinking the skipped player from their inventory, just make sure any flagged thinkers aren't inserted into a list. - Fixed: FCanvasTextureInfo::Viewpoint needed a read barrier, and the whole list should serve as a root. - Reimplemented SPC playback as a custom codec for FMOD. - Removed spc_frequency, because snes_spc only supports the SPC's native frequency of 32000 Hz. SVN r806 (trunk) |
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demo | ||
fast_dsp | ||
slow_dsp | ||
snes_spc | ||
changes.txt | ||
license.txt | ||
Makefile | ||
readme.txt | ||
snes_spc.txt | ||
snes_spc.vcproj |
snes_spc 0.9.0: SNES SPC-700 APU Emulator ----------------------------------------- This library includes a full SPC emulator and an S-DSP emulator that can be used on its own. Two S-DSP emulators are available: a highly accurate one for use in a SNES emulator, and a 3x faster one for use in an SPC music player or a resource-limited SNES emulator. * Can be used from C and C++ code * Full SPC-700 APU emulator with cycle accuracy in most cases * Loads, plays, and saves SPC music files * Can save and load exact full emulator state * DSP voice muting, surround sound disable, and song tempo adjustment * Uses 7% CPU average on 400 MHz Mac to play an SPC using fast DSP The accurate DSP emulator is based on past research by others and hundreds of hours of recent research by me. It passes over a hundred strenuous timing and behavior validation tests that were also run on the SNES. As far as I know, it's the first DSP emulator with cycle accuracy, properly emulating every DSP register and memory access at the exact SPC cycle it occurs at, whereas previous DSP emulators emulated these only to the nearest sample (which occurs every 32 clocks). Author : Shay Green <gblargg@gmail.com> Website: http://www.slack.net/~ant/ Forum : http://groups.google.com/group/blargg-sound-libs License: GNU Lesser General Public License (LGPL) Getting Started --------------- Build a program consisting of demo/play_spc.c, demo/demo_util.c, demo/wave_writer.c, and all source files in snes_spc/. Put an SPC music file in the same directory and name it "test.spc". Running the program should generate the recording "out.wav". Read snes_spc.txt for more information. Post to the discussion forum for assistance. Files ----- snes_spc.txt Documentation changes.txt Change log license.txt GNU LGPL license demo/ play_spc.c Records SPC file to wave sound file benchmark.c Finds how fast emulator runs on your computer trim_spc.c Trims silence off beginning of an SPC file save_state.c Saves/loads exact emulator state to/from file comm.c Communicates with SPC how SNES would demo_util.h General utility functions used by demos demo_util.c wave_writer.h WAVE sound file writer used for demo output wave_writer.c fast_dsp/ Optional standalone fast DSP emulator SPC_DSP.h To use with full SPC emulator, move into SPC_DSP.cpp snes_spc/ and replace original files snes_spc/ Library sources blargg_config.h Configuration (modify as necessary) spc.h C interface to SPC emulator and sound filter spc.cpp SPC_Filter.h Optional filter to make sound more authentic SPC_Filter.cpp SNES_SPC.h Full SPC emulator SNES_SPC.cpp SNES_SPC_misc.cpp SNES_SPC_state.cpp SPC_CPU.h dsp.h C interface to DSP emulator dsp.cpp SPC_DSP.h Standalone accurate DSP emulator SPC_DSP.cpp blargg_common.h blargg_endian.h blargg_source.h -- Shay Green <gblargg@gmail.com>