Correctly emulating NRx4 effects on the sound envelop of the previously playing sound. Closes #19
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Core/apu.c
22
Core/apu.c
@ -575,6 +575,14 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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gb->apu.square_channels[index].sample_countdown = (gb->apu.square_channels[index].sample_length ^ 0x7FF) * 2 + 4 - gb->apu.lf_div;
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gb->apu.square_channels[index].sample_countdown = (gb->apu.square_channels[index].sample_length ^ 0x7FF) * 2 + 4 - gb->apu.lf_div;
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}
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}
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gb->apu.square_channels[index].current_volume = gb->io_registers[index == GB_SQUARE_1 ? GB_IO_NR12 : GB_IO_NR22] >> 4;
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gb->apu.square_channels[index].current_volume = gb->io_registers[index == GB_SQUARE_1 ? GB_IO_NR12 : GB_IO_NR22] >> 4;
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/* The volume changes caused by NRX4 sound start take effect instantly (i.e. the effect the previously
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started sound). The playback itself is not instant which is why we don't update the sample for other
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cases. */
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if (gb->apu.is_active[index]) {
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update_square_sample(gb, index);
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}
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gb->apu.square_channels[index].volume_countdown = gb->io_registers[index == GB_SQUARE_1 ? GB_IO_NR12 : GB_IO_NR22] & 7;
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gb->apu.square_channels[index].volume_countdown = gb->io_registers[index == GB_SQUARE_1 ? GB_IO_NR12 : GB_IO_NR22] & 7;
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if ((gb->io_registers[index == GB_SQUARE_1 ? GB_IO_NR12 : GB_IO_NR22] & 0xF8) != 0) {
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if ((gb->io_registers[index == GB_SQUARE_1 ? GB_IO_NR12 : GB_IO_NR22] & 0xF8) != 0) {
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@ -599,7 +607,6 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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if (!gb->apu.square_sweep_countdown) gb->apu.square_sweep_countdown = 8;
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if (!gb->apu.square_sweep_countdown) gb->apu.square_sweep_countdown = 8;
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}
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}
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/* Note that we don't change the sample just yet! This was verified on hardware. */
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}
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}
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/* APU glitch - if length is enabled while the DIV-divider's LSB is 1, tick the length once. */
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/* APU glitch - if length is enabled while the DIV-divider's LSB is 1, tick the length once. */
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@ -760,6 +767,17 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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}
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}
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gb->apu.noise_channel.current_volume = gb->io_registers[GB_IO_NR42] >> 4;
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gb->apu.noise_channel.current_volume = gb->io_registers[GB_IO_NR42] >> 4;
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/* The volume changes caused by NRX4 sound start take effect instantly (i.e. the effect the previously
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started sound). The playback itself is not instant which is why we don't update the sample for other
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cases. */
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if (gb->apu.is_active[GB_NOISE]) {
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update_sample(gb, GB_NOISE,
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(gb->apu.noise_channel.lfsr & 1) ?
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gb->apu.noise_channel.current_volume : 0,
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0);
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}
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gb->apu.noise_channel.volume_countdown = gb->io_registers[GB_IO_NR42] & 7;
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gb->apu.noise_channel.volume_countdown = gb->io_registers[GB_IO_NR42] & 7;
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if ((gb->io_registers[GB_IO_NR42] & 0xF8) != 0) {
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if ((gb->io_registers[GB_IO_NR42] & 0xF8) != 0) {
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@ -770,8 +788,6 @@ void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value)
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gb->apu.noise_channel.pulse_length = 0x40;
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gb->apu.noise_channel.pulse_length = 0x40;
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gb->apu.noise_channel.length_enabled = false;
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gb->apu.noise_channel.length_enabled = false;
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}
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}
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/* Note that we don't change the sample just yet! This was verified on hardware. */
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}
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}
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/* APU glitch - if length is enabled while the DIV-divider's LSB is 1, tick the length once. */
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/* APU glitch - if length is enabled while the DIV-divider's LSB is 1, tick the length once. */
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