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SGE

Perhaps the most ambitious and overpowered GBA/NDS audio driver ever developed.

Definitely not the fastest by a wide margin (there are way too many features implemented), but it is VERY heavily optimized, and fully written in assembly.

Features

  • Mono/stereo waveform support (with support for linear interpolation)
  • Waveforms can be PCM8, PCM16 (NDS only), or ADPCM (all features supported for all formats)
  • Volume ramping (by slicing a mix chunk into 2^N pieces or less, as needed)
  • Reverb processing (using series all-pass filters with feedback and low-pass filtering)
    • Not just a simple delay line; this is REAL, diffuse-sounding reverb (with crosstalk to improve stereo width).
    • Defined using parameters such as feedback, room density, etc.; filter taps are calculated at run-time.
  • All mixer loops are extremely optimized for GBA
    • NDS9 is mostly optimized for ADPCM playback, and NDS7 doesn't have much room for optimization.
  • Sampling rate and number of voices is controlled at run-time
  • Support for 2x oversampling (using linear interpolation) to reduce hardware aliasing artifacts
    • This is really only needed for GBA, where the usual playback rates are not nice multiples of 32768Hz.
  • Music is defined using MML, combined with a DLS soundbank (SF2 and MIDI support planned... eventually)
  • Extremely feature-rich (read as: overengineered) compiler, with many, many options regarding waveform conversions.

... Why? Just why?

I'm developing this driver for a tech demo I'm working on. It's been a very wild, but fun ride, so far.

Demos

Maybe eventually. I'm uploading some ports I'm working on to YouTube, though. Bear in mind that I've been uploading these as I work on the driver and my soundbank, so earlier videos may sound different than later ones.

Authors

  • Ruben Nunez - Initial work - Aikku93

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GBA/DS Sound Driver

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