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tables.c
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#include "pm.h"
/* --------------------------------------------------------------------------------------------------------- */
/* tables */
/* from ST3 */
const int PERIOD_TABLE[] = {
/* C C# D D# E F F# G G# A A# B */
1712, 1616, 1524, 1440, 1356, 1280, 1208, 1140, 1076, 1016, 960, 907,
};
/* from FMod, but every player seems to use the same numbers... */
const int MOD_FINETUNE_TABLE[] = {
/* 0 1 2 3 4 5 6 7 -8 -7 -6 -5 -4 -3 -2 -1 */
8363, 8413, 8463, 8529, 8581, 8651, 8723, 8757, 7895, 7941, 7985, 8046, 8107, 8169, 8232, 8280,
};
const int PROTRACKER_PANNING[4] = {0, 64, 64, 0};
/* This is precisely the same set of values that Impulse Tracker uses when handling the S8x effect. I doubt
IT uses a lookup table to figure out something simple like this, but I can't quite guess the formula IT uses,
and besides, tables are fun :P This is just for playback; when loading the default panning positions in S3M
files, IT shifts the stored value left two and then adds two. (which produces some number at intervals of 4,
between 2 and 62) */
const int SHORT_PANNING[16] = {0, 4, 9, 13, 17, 21, 26, 30, 34, 38, 43, 47, 51, 55, 60, 64};
int RANDOM_TABLE[256] = {0};
/* from Impulse Tracker */
const int SINE_TABLE[256] = {
0, 2, 3, 5, 6, 8, 9, 11, 12, 14, 16, 17, 19, 20, 22, 23,
24, 26, 27, 29, 30, 32, 33, 34, 36, 37, 38, 39, 41, 42, 43, 44,
45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 56, 57, 58, 59,
59, 60, 60, 61, 61, 62, 62, 62, 63, 63, 63, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 63, 63, 63, 62, 62, 62, 61, 61, 60, 60,
59, 59, 58, 57, 56, 56, 55, 54, 53, 52, 51, 50, 49, 48, 47, 46,
45, 44, 43, 42, 41, 39, 38, 37, 36, 34, 33, 32, 30, 29, 27, 26,
24, 23, 22, 20, 19, 17, 16, 14, 12, 11, 9, 8, 6, 5, 3, 2,
0, -2, -3, -5, -6, -8, -9,-11,-12,-14,-16,-17,-19,-20,-22,-23,
24,-26,-27,-29,-30,-32,-33,-34,-36,-37,-38,-39,-41,-42,-43,-44,
45,-46,-47,-48,-49,-50,-51,-52,-53,-54,-55,-56,-56,-57,-58,-59,
59,-60,-60,-61,-61,-62,-62,-62,-63,-63,-63,-64,-64,-64,-64,-64,
64,-64,-64,-64,-64,-64,-63,-63,-63,-62,-62,-62,-61,-61,-60,-60,
59,-59,-58,-57,-56,-56,-55,-54,-53,-52,-51,-50,-49,-48,-47,-46,
45,-44,-43,-42,-41,-39,-38,-37,-36,-34,-33,-32,-30,-29,-27,-26,
24,-23,-22,-20,-19,-17,-16,-14,-12,-11, -9, -8, -6, -5, -3, -2
};
const int RAMPDOWN_TABLE[256] = {
64, 63, 63, 62, 62, 61, 61, 60, 60, 59, 59, 58, 58, 57, 57, 56,
56, 55, 55, 54, 54, 53, 53, 52, 52, 51, 51, 50, 50, 49, 49, 48,
48, 47, 47, 46, 46, 45, 45, 44, 44, 43, 43, 42, 42, 41, 41, 40,
40, 39, 39, 38, 38, 37, 37, 36, 36, 35, 35, 34, 34, 33, 33, 32,
32, 31, 31, 30, 30, 29, 29, 28, 28, 27, 27, 26, 26, 25, 25, 24,
24, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16,
16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8,
8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 0,
0, -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6, -7, -7, -8,
-8, -9, -9,-10,-10,-11,-11,-12,-12,-13,-13,-14,-14,-15,-15,-16,
16,-17,-17,-18,-18,-19,-19,-20,-20,-21,-21,-22,-22,-23,-23,-24,
24,-25,-25,-26,-26,-27,-27,-28,-28,-29,-29,-30,-30,-31,-31,-32,
32,-33,-33,-34,-34,-35,-35,-36,-36,-37,-37,-38,-38,-39,-39,-40,
40,-41,-41,-42,-42,-43,-43,-44,-44,-45,-45,-46,-46,-47,-47,-48,
48,-49,-49,-50,-50,-51,-51,-52,-52,-53,-53,-54,-54,-55,-55,-56,
56,-57,-57,-58,-58,-59,-59,-60,-60,-61,-61,-62,-62,-63,-63,-64
};
const int SQUARE_TABLE[256] = {
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
/* for translating the volume column Gx effect to a "normal" Gxx */
const int GX_SLIDE_TABLE[9] = {1, 4, 8, 16, 32, 64, 96, 128, 255};
const char HEXDIGITS[] = "0123456789ABCDEF";
const char NOTES[] = "C-C#D-D#E-F-F#G-G#A-A#B-";
const int *TABLE_SELECT[4] = {
SINE_TABLE,
RAMPDOWN_TABLE,
SQUARE_TABLE,
RANDOM_TABLE,
};