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duke3d: further optimize audio mixing
Rather than holding intermediate results as fixed-point, this converts them directly to normal integers (in the range of the PCM sample) while mixing, instead of waiting till the end to perform a separate shifting step. Also, this precalculates some constants in the reverb code. Change-Id: Ie04e444d145bc28ce67eef9ae0ead6d328acf28a
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5 changed files with 65 additions and 52 deletions
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@ -728,6 +728,7 @@ void CONFIG_ReadSetup( void )
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NumBits = 16;
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SCRIPT_GetNumber( scripthandle, "Sound Setup", "MixRate",&MixRate);
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MixRate = RB_SAMPR;
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printf("MixRate = %d Hz", MixRate);
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SCRIPT_GetNumber( scripthandle, "Sound Setup", "MidiPort",&MidiPort);
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SCRIPT_GetNumber( scripthandle, "Sound Setup", "BlasterAddress",&dummy);
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BlasterConfig.Address = dummy;
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