// HELPER FOR NEILL'S REVERB: re-inits our reverb mixing buf\r
////////////////////////////////////////////////////////////////////////\r
\r
-INLINE void InitREVERB(void)\r
+INLINE void InitREVERB(int ns_to)\r
{\r
- memset(sRVBStart,0,NSSIZE*2*4);\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// STORE REVERB\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-INLINE void StoreREVERB(int ch,int ns,int l,int r)\r
-{\r
- ns<<=1;\r
-\r
- sRVBStart[ns] +=l; // -> we mix all active reverb channels into an extra buffer\r
- sRVBStart[ns+1]+=r;\r
+ memset(sRVBStart,0,ns_to*sizeof(sRVBStart[0])*2);\r
}\r
\r
////////////////////////////////////////////////////////////////////////\r
////////////////////////////////////////////////////////////////////////\r
\r
// portions based on spu2-x from PCSX2\r
-static void MixREVERB(void)\r
+static void MixREVERB(int ns_to)\r
{\r
int l_old = rvb.iRVBLeft;\r
int r_old = rvb.iRVBRight;\r
int curr_addr = rvb.CurrAddr;\r
int space = 0x40000 - rvb.StartAddr;\r
- int l, r, ns;\r
+ int l = 0, r = 0, ns;\r
\r
- for (ns = 0; ns < NSSIZE*2; )\r
+ for (ns = 0; ns < ns_to * 2; )\r
{\r
int IIR_ALPHA = rvb.IIR_ALPHA;\r
int ACC0, ACC1, FB_A0, FB_A1, FB_B0, FB_B1;\r
rvb.CurrAddr = curr_addr;\r
}\r
\r
-static void MixREVERB_off(void)\r
+static void MixREVERB_off(int ns_to)\r
{\r
int l_old = rvb.iRVBLeft;\r
int r_old = rvb.iRVBRight;\r
int curr_addr = rvb.CurrAddr;\r
int space = 0x40000 - rvb.StartAddr;\r
- int l, r, ns;\r
+ int l = 0, r = 0, ns;\r
\r
- for (ns = 0; ns < NSSIZE*2; )\r
+ for (ns = 0; ns < ns_to * 2; )\r
{\r
l = (g_buffer(MIX_DEST_A0) + g_buffer(MIX_DEST_B0)) / 2;\r
r = (g_buffer(MIX_DEST_A1) + g_buffer(MIX_DEST_B1)) / 2;\r
rvb.dirty = 0;\r
}\r
\r
-INLINE void REVERBDo(void)\r
+INLINE void REVERBDo(int ns_to)\r
{\r
if (!rvb.StartAddr) // reverb is off\r
{\r
if (unlikely(rvb.dirty))\r
prepare_offsets();\r
\r
- MixREVERB();\r
+ MixREVERB(ns_to);\r
}\r
else if (rvb.VolLeft || rvb.VolRight)\r
{\r
if (unlikely(rvb.dirty))\r
prepare_offsets();\r
\r
- MixREVERB_off();\r
+ MixREVERB_off(ns_to);\r
}\r
else // -> reverb off\r
{\r
// reverb runs anyway\r
- rvb.CurrAddr += NSSIZE/2;\r
+ rvb.CurrAddr += ns_to / 2;\r
while (rvb.CurrAddr >= 0x40000)\r
rvb.CurrAddr -= 0x40000 - rvb.StartAddr;\r
}\r