Tremolo is broken. part 2.

This commit is contained in:
tildearrow 2023-06-06 15:54:24 -05:00
parent 540af1e2ef
commit d6c91a688a

View file

@ -781,23 +781,17 @@ void DivEngine::processRow(int i, bool afterDelay) {
dispatchCmd(DivCommand(DIV_CMD_HINT_VOL_SLIDE,i,chan[i].volSpeed));
break;
case 0x07: // tremolo
// TODO
// this effect is really weird. i thought it would alter the tremolo depth but turns out it's completely different
// this is how it works:
// - 07xy enables tremolo
// - when enabled, a "low" boundary is calculated based on the current volume
// - then a volume slide down starts to the low boundary, and then when this is reached a volume slide up begins
// - this process repeats until 0700 or 0Axy are found
// - note that a volume value does not stop tremolo - instead it glitches this whole thing up
if (chan[i].tremoloDepth==0) {
chan[i].tremoloPos=0;
dispatchCmd(DivCommand(DIV_CMD_VOLUME,i,chan[i].volume>>8));
dispatchCmd(DivCommand(DIV_CMD_HINT_VOLUME,i,chan[i].volume>>8));
}
chan[i].tremoloDepth=effectVal&15;
chan[i].tremoloRate=effectVal>>4;
// tremolo and vol slides are incompatiblw
chan[i].volSpeed=0;
if (chan[i].tremoloDepth!=0) {
chan[i].volSpeed=0;
} else {
dispatchCmd(DivCommand(DIV_CMD_VOLUME,i,chan[i].volume>>8));
dispatchCmd(DivCommand(DIV_CMD_HINT_VOLUME,i,chan[i].volume>>8));
}
break;
case 0x0a: // volume ramp
// TODO: non-0x-or-x0 value should be treated as 00