Adjustments to audio parsing
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -323,10 +323,11 @@ abstract class WLParser {
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}
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}
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// --- THE FIX: Accurate Historical Chunk Indices ---
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// WL1 (Shareware) has exactly 234 sound effects before the music.
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// WL6 (Retail) has exactly 261 sound effects before the music.
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int musicStartIndex = (version == GameVersion.shareware) ? 234 : 261;
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// In Wolf3D v1.4 (Shareware and Retail), Music ALWAYS starts at chunk 261.
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// Chunks 0-86: PC Sounds
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// Chunks 87-173: AdLib Sounds
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// Chunks 174-260: Digitized Sounds
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int musicStartIndex = 261;
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List<AdLibSound> adLib = allAudioChunks
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.take(musicStartIndex)
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@@ -56,6 +56,9 @@ class Opl2Emulator {
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int channelIdx = reg - 0xB0;
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Opl2Channel channel = channels[channelIdx];
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// Track the previous key state to prevent constant phase resetting
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bool wasKeyOn = channel.keyOn;
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// Extract the bits using bitwise masks
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channel.keyOn = (data & 0x20) != 0; // Bit 5
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channel.block = (data & 0x1C) >> 2; // Bits 2-4
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@@ -65,8 +68,8 @@ class Opl2Emulator {
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channel.fNum = (channel.fNum & 0xFF) | fNumHigh;
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channel.updateFrequency();
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// When a new note is struck, we reset the phase counter to 0
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if (channel.keyOn) {
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// ONLY reset the phase if the note was just struck
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if (!wasKeyOn && channel.keyOn) {
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channel.phase = 0.0;
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}
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}
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