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Switches to maximum-rate multiplexing. Hopefully to eliminate the mixer as a consideration for now.
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@ -64,12 +64,12 @@ void OPLL::get_samples(std::size_t number_of_samples, std::int16_t *target) {
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// unlike the OPL2 the OPLL time-divides the output for 'mixing'.
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const int update_period = 72 / audio_divider_;
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const int channel_output_period = 8 / audio_divider_;
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const int channel_output_period = 1;//2 / audio_divider_;
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while(number_of_samples--) {
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if(!audio_offset_) update_all_chanels();
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*target = int16_t(channels_[audio_offset_ / channel_output_period].level);
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*target = int16_t(channels_[(audio_offset_ / channel_output_period) % 9].level);
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++target;
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audio_offset_ = (audio_offset_ + 1) % update_period;
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}
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@ -192,7 +192,9 @@ void OPLL::update_all_chanels() {
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// Update the LFO.
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oscillator_.update();
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// Channels that are updated for melodic output regardless.
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// Channels that are updated for melodic output regardless;
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// in rhythm mode the final three channels — 6, 7, and 8 —
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// are lost as their operators are used for drum noises.
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for(int c = 0; c < 6; ++ c) {
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channels_[c].level = (channels_[c].update(oscillator_) * total_volume_) >> 11;
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}
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@ -200,8 +202,8 @@ void OPLL::update_all_chanels() {
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if(depth_rhythm_control_ & 0x20) {
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// Rhythm mode. Somehow?
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} else {
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// All melody, all the time.
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for(int c = 6; c < 9; ++ c) {
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// Not in rhythm mode; channels 7, 8 and 9 are melodic.
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for(int c = 7; c < 9; ++ c) {
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channels_[c].level = (channels_[c].update(oscillator_) * total_volume_) >> 11;
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}
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}
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@ -32,7 +32,7 @@
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#include <iostream>
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namespace {
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constexpr int audio_divider = 2;
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constexpr int audio_divider = 1;
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}
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namespace Sega {
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