
I DID IT, SQUIDWARD But really, that was annoying to figure out. Even though I already know the way the stack frame is sorted has something to do with alphabetical order, it's still affected by the order of declaration too.
161 lines
3.4 KiB
C++
161 lines
3.4 KiB
C++
#include "PixTone.h"
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "WindowsWrapper.h"
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static signed char gWaveModelTable[6][256];
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void MakeWaveTables(void)
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{
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int i, a;
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// Sine wave
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for (i = 0; i < 256; ++i)
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{
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gWaveModelTable[0][i] = (signed char)(sin(i * 6.283184 / 256.0) * 64.0);
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a = gWaveModelTable[0][i];
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}
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// Triangle wave
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for (a = 0, i = 0; i < 0x40; ++i)
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{
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// Upwards
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gWaveModelTable[1][i] = (a * 0x40) / 0x40;
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++a;
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}
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for (a = 0; i < 0xC0; ++i)
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{
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// Downwards
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gWaveModelTable[1][i] = 0x40 - (a * 0x40) / 0x40;
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++a;
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}
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for (a = 0; i < 0x100; ++i)
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{
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// Back up
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gWaveModelTable[1][i] = (a * 0x40) / 0x40 - 0x40;
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++a;
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}
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// Saw up wave
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for (i = 0; i < 0x100; ++i)
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gWaveModelTable[2][i] = i / 2 - 0x40;
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// Saw down wave
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for (i = 0; i < 0x100; ++i)
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gWaveModelTable[3][i] = 0x40 - i / 2;
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// Square wave
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for (i = 0; i < 0x80; ++i)
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gWaveModelTable[4][i] = 0x40;
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for (; i < 0x100; ++i)
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gWaveModelTable[4][i] = -0x40;
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// White noise wave
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rep_srand(0);
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for (i = 0; i < 256; ++i)
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gWaveModelTable[5][i] = (char)(rep_rand() & 0xFF) / 2;
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}
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BOOL MakePixelWaveData(const PIXTONEPARAMETER *ptp, unsigned char *pData)
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{
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int i;
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double dEnvelope;
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double dPitch;
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double dMain;
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double dVolume;
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double d1;
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double d2;
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double d3;
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int a;
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int b;
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int c;
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int d;
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signed char envelopeTable[0x100];
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// The Linux port added a cute optimisation here, where MakeWaveTables is only called once during the game's execution
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MakeWaveTables();
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memset(envelopeTable, 0, sizeof(envelopeTable));
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i = 0;
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dEnvelope = ptp->initial;
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while (i < ptp->pointAx)
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{
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envelopeTable[i] = (signed char)dEnvelope;
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dEnvelope = ((double)ptp->pointAy - ptp->initial) / ptp->pointAx + dEnvelope;
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++i;
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}
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dEnvelope = ptp->pointAy;
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while (i < ptp->pointBx)
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{
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envelopeTable[i] = (signed char)dEnvelope;
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dEnvelope = ((double)ptp->pointBy - ptp->pointAy) / (double)(ptp->pointBx - ptp->pointAx) + dEnvelope;
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++i;
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}
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dEnvelope = ptp->pointBy;
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while (i < ptp->pointCx)
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{
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envelopeTable[i] = (signed char)dEnvelope;
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dEnvelope = ((double)ptp->pointCy - ptp->pointBy) / (double)(ptp->pointCx - ptp->pointBx) + dEnvelope;
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++i;
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}
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dEnvelope = ptp->pointCy;
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while (i < 256)
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{
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envelopeTable[i] = (signed char)dEnvelope;
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dEnvelope = (double)dEnvelope - ptp->pointCy / (double)(256 - ptp->pointCx);
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++i;
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}
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dPitch = ptp->oPitch.offset;
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dMain = ptp->oMain.offset;
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dVolume = ptp->oVolume.offset;
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if (ptp->oMain.num == 0.0)
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d1 = 0.0;
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else
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d1 = 256.0 / (ptp->size / ptp->oMain.num);
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if (ptp->oPitch.num == 0.0)
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d2 = 0.0;
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else
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d2 = 256.0 / (ptp->size / ptp->oPitch.num);
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if (ptp->oVolume.num == 0.0)
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d3 = 0.0;
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else
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d3 = 256.0 / (ptp->size / ptp->oVolume.num);
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for (i = 0; i < ptp->size; ++i)
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{
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a = (int)dMain % 256;
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b = (int)dPitch % 256;
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c = (int)dVolume % 256;
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d = (int)((double)(i * 0x100) / ptp->size);
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pData[i] = gWaveModelTable[ptp->oMain.model][a]
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* ptp->oMain.top
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/ 64
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* (gWaveModelTable[ptp->oVolume.model][c] * ptp->oVolume.top / 64 + 64)
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/ 64
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* envelopeTable[d]
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/ 64
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+ 128;
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if (gWaveModelTable[ptp->oPitch.model][b] < 0)
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dMain = d1 - d1 * 0.5 * -gWaveModelTable[ptp->oPitch.model][b] * ptp->oPitch.top / 64.0 / 64.0 + dMain;
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else
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dMain = d1 + d1 * 2.0 * gWaveModelTable[ptp->oPitch.model][b] * ptp->oPitch.top / 64.0 / 64.0 + dMain;
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dPitch = dPitch + d2;
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dVolume = dVolume + d3;
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}
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return TRUE;
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}
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