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Diffstat (limited to 'src/emu/sound/k054539.c')
-rw-r--r--src/emu/sound/k054539.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/emu/sound/k054539.c b/src/emu/sound/k054539.c
index fbe32e56999..de2c304cd86 100644
--- a/src/emu/sound/k054539.c
+++ b/src/emu/sound/k054539.c
@@ -28,7 +28,7 @@ const device_type K054539 = &device_creator<k054539_device>;
k054539_device::k054539_device(const machine_config &mconfig, const char *tag, device_t *owner, UINT32 clock)
: device_t(mconfig, K054539, "K054539", "k054539", tag, owner, clock),
- device_sound_interface(mconfig, *this)
+ device_sound_interface(mconfig, *this)
{
}
@@ -349,11 +349,11 @@ WRITE8_MEMBER(k054539_device::write)
int voice, reg;
/* The K054539 has behavior like many other wavetable chips including
- the Ensoniq 550x and Gravis GF-1: if a voice is active, writing
- to it's current position is silently ignored.
+ the Ensoniq 550x and Gravis GF-1: if a voice is active, writing
+ to it's current position is silently ignored.
- Dadandaan depends on this or the vocals go wrong.
- */
+ Dadandaan depends on this or the vocals go wrong.
+ */
if (offset < 8*0x20)
{
voice = offset / 0x20;
@@ -444,8 +444,8 @@ WRITE8_MEMBER(k054539_device::write)
if((offset & 0xff00) == 0) {
chanoff = offset & 0x1f;
if(chanoff < 4 || chanoff == 5 ||
- (chanoff >=8 && chanoff <= 0xa) ||
- (chanoff >= 0xc && chanoff <= 0xe))
+ (chanoff >=8 && chanoff <= 0xa) ||
+ (chanoff >= 0xc && chanoff <= 0xe))
break;
}
if(1 || ((offset >= 0x200) && (offset <= 0x210)))
@@ -494,15 +494,15 @@ void k054539_device::device_start()
flags = RESET_FLAGS;
/*
- I've tried various equations on volume control but none worked consistently.
- The upper four channels in most MW/GX games simply need a significant boost
- to sound right. For example, the bass and smash sound volumes in Violent Storm
- have roughly the same values and the voices in Tokimeki Puzzledama are given
- values smaller than those of the hihats. Needless to say the two K054539 chips
- in Mystic Warriors are completely out of balance. Rather than forcing a
- "one size fits all" function to the voltab the current invert exponential
- appraoch seems most appropriate.
- */
+ I've tried various equations on volume control but none worked consistently.
+ The upper four channels in most MW/GX games simply need a significant boost
+ to sound right. For example, the bass and smash sound volumes in Violent Storm
+ have roughly the same values and the voices in Tokimeki Puzzledama are given
+ values smaller than those of the hihats. Needless to say the two K054539 chips
+ in Mystic Warriors are completely out of balance. Rather than forcing a
+ "one size fits all" function to the voltab the current invert exponential
+ appraoch seems most appropriate.
+ */
// Factor the 1/4 for the number of channels in the volume (1/8 is too harsh, 1/2 gives clipping)
// vol=0 -> no attenuation, vol=0x40 -> -36dB
for(int i=0; i<256; i++)