2022-03-21 21:51:23 -04:00
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#include <math.h>
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#include "ultra64.h"
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#include "global.h"
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#define ROUND(num) floorf((num) * 100) / 100;
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void Audio_SequenceChannelProcessSound(SequenceChannel* channel, s32 recalculateVolume, s32 b) {
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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 = ROUND((channel->volume * (channel->volumeScale * channel->seqPlayer->appliedFadeVolume)) *
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channel->seqPlayer->gameVolume);
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if (channel->seqPlayer->muted && (channel->muteBehavior & 0x20)) {
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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 (b != 0) {
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chanFreqScale *= channel->seqPlayer->unk_34;
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channel->changes.s.freqScale = true;
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}
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for (i = 0; i < 4; 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 Audio_SequencePlayerProcessSound(SequencePlayer* seqPlayer) {
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s32 i;
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if (seqPlayer->fadeTimer != 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) {
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seqPlayer->fadeVolume = 0;
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}
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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 < 16; i++) {
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if (seqPlayer->channels[i]->enabled == 1) {
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Audio_SequenceChannelProcessSound(seqPlayer->channels[i], seqPlayer->recalculateVolume, seqPlayer->unk_0b1);
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}
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}
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seqPlayer->recalculateVolume = false;
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}
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f32 Audio_GetPortamentoFreqScale(Portamento* p) {
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u32 loResCur;
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f32 result;
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p->cur += p->speed;
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loResCur = (p->cur >> 8) & 0xFF;
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if (loResCur >= 127) {
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loResCur = 127;
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p->mode = 0;
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}
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result = 1.0f + p->extent * (gBendPitchOneOctaveFrequencies[loResCur + 128] - 1.0f);
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return result;
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}
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s16 Audio_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 Audio_GetVibratoFreqScale(VibratoState* vib) {
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static f32 D_80130510 = 0.0f;
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static s32 D_80130514 = 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 temp;
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SequenceChannel* channel = vib->channel;
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if (vib->delay != 0) {
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vib->delay--;
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return 1;
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}
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//! @bug this probably meant to compare with gAudioContext.sequenceChannelNone.
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//! -1 isn't used as a channel pointer anywhere else.
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if (channel != ((SequenceChannel*)(-1))) {
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if (vib->extentChangeTimer) {
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if (vib->extentChangeTimer == 1) {
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vib->extent = (s32)channel->vibratoExtentTarget;
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} else {
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vib->extent += ((s32)channel->vibratoExtentTarget - vib->extent) / (s32)vib->extentChangeTimer;
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}
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vib->extentChangeTimer--;
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} else if (channel->vibratoExtentTarget != (s32)vib->extent) {
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if ((vib->extentChangeTimer = channel->vibratoExtentChangeDelay) == 0) {
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vib->extent = (s32)channel->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)channel->vibratoRateTarget;
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} else {
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vib->rate += ((s32)channel->vibratoRateTarget - vib->rate) / (s32)vib->rateChangeTimer;
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}
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vib->rateChangeTimer--;
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} else if (channel->vibratoRateTarget != (s32)vib->rate) {
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if ((vib->rateChangeTimer = channel->vibratoRateChangeDelay) == 0) {
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vib->rate = (s32)channel->vibratoRateTarget;
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}
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}
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}
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if (vib->extent == 0) {
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return 1.0f;
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}
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pitchChange = Audio_GetVibratoPitchChange(vib) + 32768.0f;
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temp = vib->extent / 4096.0f;
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extent = temp + 1.0f;
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invExtent = 1.0f / extent;
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result = 1.0f / ((extent - invExtent) * pitchChange / 65536.0f + invExtent);
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D_80130510 += result;
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D_80130514++;
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return result;
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}
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void Audio_NoteVibratoUpdate(Note* note) {
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if (note->portamento.mode != 0) {
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note->playbackState.portamentoFreqScale = Audio_GetPortamentoFreqScale(¬e->portamento);
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}
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if (note->vibratoState.active) {
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note->playbackState.vibratoFreqScale = Audio_GetVibratoFreqScale(¬e->vibratoState);
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}
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}
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void Audio_NoteVibratoInit(Note* note) {
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VibratoState* vib;
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SequenceChannel* channel;
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note->playbackState.vibratoFreqScale = 1.0f;
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vib = ¬e->vibratoState;
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vib->active = 1;
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vib->time = 0;
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vib->curve = gWaveSamples[2];
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vib->channel = note->playbackState.parentLayer->channel;
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channel = vib->channel;
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if ((vib->extentChangeTimer = channel->vibratoExtentChangeDelay) == 0) {
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vib->extent = (s32)channel->vibratoExtentTarget;
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} else {
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vib->extent = (s32)channel->vibratoExtentStart;
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}
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if ((vib->rateChangeTimer = channel->vibratoRateChangeDelay) == 0) {
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vib->rate = (s32)channel->vibratoRateTarget;
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} else {
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vib->rate = (s32)channel->vibratoRateStart;
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}
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vib->delay = channel->vibratoDelay;
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}
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void Audio_NotePortamentoInit(Note* note) {
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note->playbackState.portamentoFreqScale = 1.0f;
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note->portamento = note->playbackState.parentLayer->portamento;
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}
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void Audio_AdsrInit(AdsrState* adsr, AdsrEnvelope* 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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// (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 Audio_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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}
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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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2022-05-11 13:18:24 -04:00
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adsr->delay = (s16)BOMSWAP16(adsr->envelope[adsr->envIndex].delay);
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2022-03-21 21:51:23 -04:00
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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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2022-05-11 13:18:24 -04:00
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adsr->envIndex = (s16)BOMSWAP16(adsr->envelope[adsr->envIndex].arg);
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2022-03-21 21:51:23 -04:00
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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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2022-05-11 13:18:24 -04:00
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adsr->target = (s16)BOMSWAP16(adsr->envelope[adsr->envIndex].arg) / 32767.0f;
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2022-03-21 21:51:23 -04:00
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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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}
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case ADSR_STATE_SUSTAIN:
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adsr->delay -= 1;
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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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