Difference between revisions of "APU"

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(Filter modes.. holy shit)
(Voice Processor (VP))
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* Pitch (~187.5 Hz to ~12285920.7 Hz)
 
* Pitch (~187.5 Hz to ~12285920.7 Hz)
 
* 2 Envelopes (DAHDSR: Delay, Attack, Hold, Decay, Sustain, Release)
 
* 2 Envelopes (DAHDSR: Delay, Attack, Hold, Decay, Sustain, Release)
  * Volume Envelope
+
** Volume Envelope
  * Pitch / Cutoff Envelope
+
** Pitch / Cutoff Envelope
 
* Optionally one of the following filters modes:
 
* Optionally one of the following filters modes:
  * For 2D Mono:
+
** For 2D Mono:
    * DLS2 Low-Pass
+
*** DLS2 Low-Pass
    * Parametric Equalizer
+
*** Parametric Equalizer
    * DLS2 Low-Pass + Parametric Equalizer
+
*** DLS2 Low-Pass + Parametric Equalizer
  * For 2D Stereo:
+
** For 2D Stereo:
    * DLS2 Low-Pass
+
*** DLS2 Low-Pass
    * Parametric Equalizer
+
*** Parametric Equalizer
  * For 3D:
+
** For 3D:
    * DLS2 Low-Pass + I3DL2 Reverb
+
*** DLS2 Low-Pass + I3DL2 Reverb
    * Parametric Equalizer + I3DL2 Reverb
+
*** Parametric Equalizer + I3DL2 Reverb
    * I3DL2 Reverb
+
*** I3DL2 Reverb
 
* 8 target bins, each with a custom volume for this voice
 
* 8 target bins, each with a custom volume for this voice
  

Revision as of 21:01, 30 June 2017

The MCPX contains an APU (Audio Processing Unit).

  • SSL = Stream Segment List
  • SGE = Scatter Gather Entry
  • PRD = Physical Resource Descriptor (Same thing as SGE?!)

Frontend Engine (FE)

Voice Processor (VP)

A powerful voice processor. There can be up to 256 voices[citation needed] and 64[citation needed] of those can be 3D.

Per-voice settings:

  • Input type (8bit, 16bit, 24bit, ADPCM)
  • Head-related transfer function (HRTF)
  • Low-frequency oscillation (LFO)
  • Pitch (~187.5 Hz to ~12285920.7 Hz)
  • 2 Envelopes (DAHDSR: Delay, Attack, Hold, Decay, Sustain, Release)
    • Volume Envelope
    • Pitch / Cutoff Envelope
  • Optionally one of the following filters modes:
    • For 2D Mono:
      • DLS2 Low-Pass
      • Parametric Equalizer
      • DLS2 Low-Pass + Parametric Equalizer
    • For 2D Stereo:
      • DLS2 Low-Pass
      • Parametric Equalizer
    • For 3D:
      • DLS2 Low-Pass + I3DL2 Reverb
      • Parametric Equalizer + I3DL2 Reverb
      • I3DL2 Reverb
  • 8 target bins, each with a custom volume for this voice

There are 32 bins which these voices will be mixed into.

Related APU memory

  • VPV = VP Voices
  • VPHT = VP HRTF Target
  • VPHC = VP HRTF Current
  • VPSGE = VP SGEs
  • VPSSL = VP SSLs

Voice lists

The voices are kept in a single-linked list. There are 3 voice lists:

  • 2D
  • 3D
  • MP (Multipass?)

Voice structure

This is 0x80 bytes

Pitch calculation

The 16 bit signed pitch value (p) can be converted to and from a unsigned frequency in Hz (f) using the following formulas:

p = 4096 * log2(f / 48000)
f = pow2(p / 4096) * 48000


Envelopes

  • Delay = Time where envelope stays at 0% until attack
  • Attack = Rate at which the envelope goes from 0 to 100%
  • Hold = Time the envelope stays at 100%
  • Decay = Rate at which the envelope goes from 100% to sustain level
  • Sustain = Level at which the envelope stays while the voice is being played
  • Release = Rate at which the envelope goes from current level to 0%

[FIXME]

Volume Envelope

[FIXME]

Pitch / Cutoff Envelope

[FIXME]

Operation

Voices are stored in VPV. Input data (from the CPU) is loaded using VPSGE. Voices are then processed and written to the GP MIXBUF.

Related notes

Global Processor (GP)

The GP is a DSP to do programmable audio processing on the voice bins.

The GP DSP seems to run at 160 MHz.

MIXBUF

The MIXBUF is a 0x400 word (24-Bit, stored as 32-Bit) section. It is split into 32 * 0x20 words. Each 0x20 word block represents one of the 32 voice bins of the VP. The 0x20 words are 24-Bit PCM mono samples to be played back at 48kHz. The duration of each frame is hence 0.6ms.

Memory map

Related APU memory

  • GPS = GP Scratch (?)
  • GPF = GP FIFO

Encode Processor (EP)

The EP is a DSP to encode the audio signal.

Memory map

Related APU memory

  • EPS = EP Scratch (?)
  • EPF = EP FIFO

Usage in DirectSound

This topic deserves it's own article[FIXME]

The bins are used [FIXME] DirectSound allows to load custom GP DSP code for a filter / effects chain. [FIXME] The GP waits for the frame interrupt which signals that MIXBUF data is available. It then goes through the filter chain. At the end of the chain, the GP DSP will verify that the execution didn't take longer than the frame duration.

The GP will then issue 6 DMA requests to output the processed frames to a ringbuffer in scratch space. The frameformat will be the same format as the GP MIXBUF format (also 0x20 words per channel). Each ringbuffer is 0x200 words and therefore holds the last 16 frames. Therefore, the ringbuffer region is 6 * 0x800 Bytes = 0x3000 Bytes in physical memory.

The order of the channels in the ringbuffer is (also DMA order):

The EP maps the same data to its own scratch space. It is assumed that it will DMA this region to its own internal memory. The EP then AC3 encodes the audio data[citation needed] and writes it to the EP FIFO memory[FIXME]. [FIXME] The data is then send to the ACI AC97 using EP FIFO channels 0 (PCM) and 1 (SPDIF)[citation needed]. The EP code is loaded by DirectSound. The EP is not programmable using DirectSound.

Modifications for Boot Animation

During the Boot Animation a different version of DirectSound is used. The EP is disabled in this case. The data is send to the ACI AC97 using GP FIFO channel 0 (PCM). There is no AC3 / SPDIF during the boot animation[1][citation needed].

Related