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2013-02-08Merge branch 'master' into 8bitsoundNebuleon Fumika
Conflicts: source/nds/entry.cpp
2013-01-26Reverse the loop in MixStereo such that instead of "for each channel, for ↵Nebuleon Fumika
each playback sample, add into the mix buffer", the playback sample is instead written to the mix buffer only when fully mixed from the 8 SNES sound channels. Verified working with Secret of Mana, Super Bomberman 5 and Super Mario World.
2013-01-20Initial 8-bit sound commit. For the lulz!Nebuleon Fumika
2013-01-19Remove unneeded volatility, enabling more optimisations. Sound volatility is ↵Nebuleon Fumika
#define'd away, GUI volatility is simply removed.
2013-01-12Revert "Remove shifted envelope heights from the code, because one is always ↵Nebuleon Fumika
set from the other and the shifted height is not used in saved states." This reverts commit e3bb4a5f62ab6b38eb1a58e700b7d713b4e397b0.
2013-01-12Remove redundant writes to support reverse stereo. Define ↵Nebuleon Fumika
FOREVER_FORWARD_STEREO.
2013-01-12Remove shifted envelope heights from the code, because one is always set ↵Nebuleon Fumika
from the other and the shifted height is not used in saved states.
2013-01-11Reduce memory access in noise generation.Nebuleon Fumika
2013-01-11Prepare for audio optimisations. Fix the indentation in MixStereo().Nebuleon Fumika
2013-01-11Stop constantly testing for 16-bit and stereo in sound handlers. Define ↵Nebuleon Fumika
FOREVER_16_BIT_SOUND and FOREVER_STEREO and use them throughout the code. This is essentially commit 6b36e79013d4c9273a96a9783a2bccdb516f174a, but for sound instead of graphics.
2011-03-05first commitKitty Draper