Shipwright/soh/src/code/audio_effects.c
briaguya ba13e6b2c4 refactor: use LUS 1.0 RC
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-01-17 00:33:56 -05:00

336 lines
10 KiB
C

#include <math.h>
#include <libultraship/libultra.h>
#include "global.h"
#define ROUND(num) floorf((num) * 100) / 100;
void Audio_SequenceChannelProcessSound(SequenceChannel* channel, s32 recalculateVolume, s32 b) {
f32 channelVolume;
f32 chanFreqScale;
s32 i;
if (channel->changes.s.volume || recalculateVolume) {
channelVolume = ROUND((channel->volume * (channel->volumeScale * channel->seqPlayer->appliedFadeVolume)) *
channel->seqPlayer->gameVolume);
if (channel->seqPlayer->muted && (channel->muteBehavior & 0x20)) {
channelVolume = channel->seqPlayer->muteVolumeScale * channelVolume;
}
channel->appliedVolume = (channelVolume * channelVolume);
}
if (channel->changes.s.pan) {
channel->pan = channel->newPan * channel->panChannelWeight;
}
chanFreqScale = channel->freqScale;
if (b != 0) {
chanFreqScale *= channel->seqPlayer->unk_34;
channel->changes.s.freqScale = true;
}
for (i = 0; i < 4; i++) {
SequenceLayer* layer = channel->layers[i];
if (layer != NULL && layer->enabled && layer->note != NULL) {
if (layer->notePropertiesNeedInit) {
layer->noteFreqScale = layer->freqScale * chanFreqScale;
layer->noteVelocity = layer->velocitySquare2 * channel->appliedVolume;
layer->notePan = (channel->pan + layer->pan * (0x80 - channel->panChannelWeight)) >> 7;
layer->notePropertiesNeedInit = false;
} else {
if (channel->changes.s.freqScale) {
layer->noteFreqScale = layer->freqScale * chanFreqScale;
}
if (channel->changes.s.volume || recalculateVolume) {
layer->noteVelocity = layer->velocitySquare2 * channel->appliedVolume;
}
if (channel->changes.s.pan) {
layer->notePan = (channel->pan + layer->pan * (0x80 - channel->panChannelWeight)) >> 7;
}
}
}
}
channel->changes.asByte = 0;
}
void Audio_SequencePlayerProcessSound(SequencePlayer* seqPlayer) {
s32 i;
if (seqPlayer->fadeTimer != 0) {
seqPlayer->fadeVolume += seqPlayer->fadeVelocity;
seqPlayer->recalculateVolume = true;
if (seqPlayer->fadeVolume > 1.0f) {
seqPlayer->fadeVolume = 1.0f;
}
if (seqPlayer->fadeVolume < 0) {
seqPlayer->fadeVolume = 0;
}
if (--seqPlayer->fadeTimer == 0 && seqPlayer->state == 2) {
AudioSeq_SequencePlayerDisable(seqPlayer);
return;
}
}
if (seqPlayer->recalculateVolume) {
seqPlayer->appliedFadeVolume = seqPlayer->fadeVolume * seqPlayer->fadeVolumeScale;
}
for (i = 0; i < 16; i++) {
if (seqPlayer->channels[i]->enabled == 1) {
Audio_SequenceChannelProcessSound(seqPlayer->channels[i], seqPlayer->recalculateVolume, seqPlayer->unk_0b1);
}
}
seqPlayer->recalculateVolume = false;
}
f32 Audio_GetPortamentoFreqScale(Portamento* p) {
u32 loResCur;
f32 result;
p->cur += p->speed;
loResCur = (p->cur >> 8) & 0xFF;
if (loResCur >= 127) {
loResCur = 127;
p->mode = 0;
}
result = 1.0f + p->extent * (gBendPitchOneOctaveFrequencies[loResCur + 128] - 1.0f);
return result;
}
s16 Audio_GetVibratoPitchChange(VibratoState* vib) {
s32 index;
vib->time += (s32)vib->rate;
index = (vib->time >> 10) & 0x3F;
return vib->curve[index];
}
f32 Audio_GetVibratoFreqScale(VibratoState* vib) {
static f32 D_80130510 = 0.0f;
static s32 D_80130514 = 0;
f32 pitchChange;
f32 extent;
f32 invExtent;
f32 result;
f32 temp;
SequenceChannel* channel = vib->channel;
if (vib->delay != 0) {
vib->delay--;
return 1;
}
//! @bug this probably meant to compare with gAudioContext.sequenceChannelNone.
//! -1 isn't used as a channel pointer anywhere else.
if (channel != ((SequenceChannel*)(-1))) {
if (vib->extentChangeTimer) {
if (vib->extentChangeTimer == 1) {
vib->extent = (s32)channel->vibratoExtentTarget;
} else {
vib->extent += ((s32)channel->vibratoExtentTarget - vib->extent) / (s32)vib->extentChangeTimer;
}
vib->extentChangeTimer--;
} else if (channel->vibratoExtentTarget != (s32)vib->extent) {
if ((vib->extentChangeTimer = channel->vibratoExtentChangeDelay) == 0) {
vib->extent = (s32)channel->vibratoExtentTarget;
}
}
if (vib->rateChangeTimer) {
if (vib->rateChangeTimer == 1) {
vib->rate = (s32)channel->vibratoRateTarget;
} else {
vib->rate += ((s32)channel->vibratoRateTarget - vib->rate) / (s32)vib->rateChangeTimer;
}
vib->rateChangeTimer--;
} else if (channel->vibratoRateTarget != (s32)vib->rate) {
if ((vib->rateChangeTimer = channel->vibratoRateChangeDelay) == 0) {
vib->rate = (s32)channel->vibratoRateTarget;
}
}
}
if (vib->extent == 0) {
return 1.0f;
}
pitchChange = Audio_GetVibratoPitchChange(vib) + 32768.0f;
temp = vib->extent / 4096.0f;
extent = temp + 1.0f;
invExtent = 1.0f / extent;
result = 1.0f / ((extent - invExtent) * pitchChange / 65536.0f + invExtent);
D_80130510 += result;
D_80130514++;
return result;
}
void Audio_NoteVibratoUpdate(Note* note) {
if (note->portamento.mode != 0) {
note->playbackState.portamentoFreqScale = Audio_GetPortamentoFreqScale(&note->portamento);
}
if (note->vibratoState.active) {
note->playbackState.vibratoFreqScale = Audio_GetVibratoFreqScale(&note->vibratoState);
}
}
void Audio_NoteVibratoInit(Note* note) {
VibratoState* vib;
SequenceChannel* channel;
note->playbackState.vibratoFreqScale = 1.0f;
vib = &note->vibratoState;
vib->active = 1;
vib->time = 0;
vib->curve = gWaveSamples[2];
vib->channel = note->playbackState.parentLayer->channel;
channel = vib->channel;
if ((vib->extentChangeTimer = channel->vibratoExtentChangeDelay) == 0) {
vib->extent = (s32)channel->vibratoExtentTarget;
} else {
vib->extent = (s32)channel->vibratoExtentStart;
}
if ((vib->rateChangeTimer = channel->vibratoRateChangeDelay) == 0) {
vib->rate = (s32)channel->vibratoRateTarget;
} else {
vib->rate = (s32)channel->vibratoRateStart;
}
vib->delay = channel->vibratoDelay;
}
void Audio_NotePortamentoInit(Note* note) {
note->playbackState.portamentoFreqScale = 1.0f;
note->portamento = note->playbackState.parentLayer->portamento;
}
void Audio_AdsrInit(AdsrState* adsr, AdsrEnvelope* envelope, s16* volOut) {
adsr->action.asByte = 0;
adsr->delay = 0;
adsr->envelope = envelope;
adsr->sustain = 0.0f;
adsr->current = 0.0f;
// (An older versions of the audio engine used in Super Mario 64 did
// adsr->volOut = volOut. That line and associated struct member were
// removed, but the function parameter was forgotten and remains.)
}
f32 Audio_AdsrUpdate(AdsrState* adsr) {
u8 state = adsr->action.s.state;
switch (state) {
case ADSR_STATE_DISABLED:
return 0.0f;
case ADSR_STATE_INITIAL: {
if (adsr->action.s.hang) {
adsr->action.s.state = ADSR_STATE_HANG;
break;
}
// fallthrough
}
case ADSR_STATE_START_LOOP:
adsr->envIndex = 0;
adsr->action.s.state = ADSR_STATE_LOOP;
// fallthrough
retry:
case ADSR_STATE_LOOP:
adsr->delay = (s16)BE16SWAP(adsr->envelope[adsr->envIndex].delay);
switch (adsr->delay) {
case ADSR_DISABLE:
adsr->action.s.state = ADSR_STATE_DISABLED;
break;
case ADSR_HANG:
adsr->action.s.state = ADSR_STATE_HANG;
break;
case ADSR_GOTO:
adsr->envIndex = (s16)BE16SWAP(adsr->envelope[adsr->envIndex].arg);
goto retry;
case ADSR_RESTART:
adsr->action.s.state = ADSR_STATE_INITIAL;
break;
default:
adsr->delay *= gAudioContext.audioBufferParameters.unk_24;
if (adsr->delay == 0) {
adsr->delay = 1;
}
adsr->target = (s16)BE16SWAP(adsr->envelope[adsr->envIndex].arg) / 32767.0f;
adsr->target = adsr->target * adsr->target;
adsr->velocity = (adsr->target - adsr->current) / adsr->delay;
adsr->action.s.state = ADSR_STATE_FADE;
adsr->envIndex++;
break;
}
if (adsr->action.s.state != ADSR_STATE_FADE) {
break;
}
// fallthrough
case ADSR_STATE_FADE:
adsr->current += adsr->velocity;
if (--adsr->delay <= 0) {
adsr->action.s.state = ADSR_STATE_LOOP;
}
// fallthrough
case ADSR_STATE_HANG:
break;
case ADSR_STATE_DECAY:
case ADSR_STATE_RELEASE: {
adsr->current -= adsr->fadeOutVel;
if (adsr->sustain != 0.0f && state == ADSR_STATE_DECAY) {
if (adsr->current < adsr->sustain) {
adsr->current = adsr->sustain;
adsr->delay = 128;
adsr->action.s.state = ADSR_STATE_SUSTAIN;
}
break;
}
if (adsr->current < 0.00001f) {
adsr->current = 0.0f;
adsr->action.s.state = ADSR_STATE_DISABLED;
}
break;
}
case ADSR_STATE_SUSTAIN:
adsr->delay -= 1;
if (adsr->delay == 0) {
adsr->action.s.state = ADSR_STATE_RELEASE;
}
break;
}
if (adsr->action.s.decay) {
adsr->action.s.state = ADSR_STATE_DECAY;
adsr->action.s.decay = false;
}
if (adsr->action.s.release) {
adsr->action.s.state = ADSR_STATE_RELEASE;
adsr->action.s.release = false;
}
if (adsr->current < 0.0f) {
return 0.0f;
}
if (adsr->current > 1.0f) {
return 1.0f;
}
return adsr->current;
}