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-rw-r--r--plugins/dfsound/spu.c1029
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diff --git a/plugins/dfsound/spu.c b/plugins/dfsound/spu.c
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+/***************************************************************************
+ spu.c - description
+ -------------------
+ begin : Wed May 15 2002
+ copyright : (C) 2002 by Pete Bernert
+ email : BlackDove@addcom.de
+ ***************************************************************************/
+/***************************************************************************
+ * *
+ * This program is free software; you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation; either version 2 of the License, or *
+ * (at your option) any later version. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+#include "stdafx.h"
+
+#define _IN_SPU
+
+#include "externals.h"
+#include "cfg.h"
+#include "dsoundoss.h"
+#include "regs.h"
+
+#ifdef ENABLE_NLS
+#include <libintl.h>
+#include <locale.h>
+#define _(x) gettext(x)
+#define N_(x) (x)
+#else
+#define _(x) (x)
+#define N_(x) (x)
+#endif
+
+#if defined (USEMACOSX)
+static char * libraryName = N_("Mac OS X Sound");
+#elif defined (USEALSA)
+static char * libraryName = N_("ALSA Sound");
+#elif defined (USEOSS)
+static char * libraryName = N_("OSS Sound");
+#elif defined (USESDL)
+static char * libraryName = N_("SDL Sound");
+#elif defined (USEPULSEAUDIO)
+static char * libraryName = N_("PulseAudio Sound");
+#else
+static char * libraryName = N_("NULL Sound");
+#endif
+
+static char * libraryInfo = N_("P.E.Op.S. Sound Driver V1.7\nCoded by Pete Bernert and the P.E.Op.S. team\n");
+
+// globals
+
+// psx buffer / addresses
+
+unsigned short regArea[10000];
+unsigned short spuMem[256*1024];
+unsigned char * spuMemC;
+unsigned char * pSpuIrq=0;
+unsigned char * pSpuBuffer;
+unsigned char * pMixIrq=0;
+
+// user settings
+
+int iVolume=3;
+int iXAPitch=1;
+int iUseTimer=2;
+int iSPUIRQWait=1;
+int iDebugMode=0;
+int iRecordMode=0;
+int iUseReverb=2;
+int iUseInterpolation=2;
+int iDisStereo=0;
+
+// MAIN infos struct for each channel
+
+SPUCHAN s_chan[MAXCHAN+1]; // channel + 1 infos (1 is security for fmod handling)
+REVERBInfo rvb;
+
+unsigned long dwNoiseVal=1; // global noise generator
+int iSpuAsyncWait=0;
+
+unsigned short spuCtrl=0; // some vars to store psx reg infos
+unsigned short spuStat=0;
+unsigned short spuIrq=0;
+unsigned long spuAddr=0xffffffff; // address into spu mem
+int bEndThread=0; // thread handlers
+int bThreadEnded=0;
+int bSpuInit=0;
+int bSPUIsOpen=0;
+
+static pthread_t thread = (pthread_t)-1; // thread id (linux)
+
+unsigned long dwNewChannel=0; // flags for faster testing, if new channel starts
+
+void (CALLBACK *irqCallback)(void)=0; // func of main emu, called on spu irq
+void (CALLBACK *cddavCallback)(unsigned short,unsigned short)=0;
+
+// certain globals (were local before, but with the new timeproc I need em global)
+
+static const int f[5][2] = { { 0, 0 },
+ { 60, 0 },
+ { 115, -52 },
+ { 98, -55 },
+ { 122, -60 } };
+int SSumR[NSSIZE];
+int SSumL[NSSIZE];
+int iFMod[NSSIZE];
+int iCycle = 0;
+short * pS;
+
+int lastch=-1; // last channel processed on spu irq in timer mode
+static int lastns=0; // last ns pos
+static int iSecureStart=0; // secure start counter
+
+////////////////////////////////////////////////////////////////////////
+// CODE AREA
+////////////////////////////////////////////////////////////////////////
+
+// dirty inline func includes
+
+#include "reverb.c"
+#include "adsr.c"
+
+////////////////////////////////////////////////////////////////////////
+// helpers for simple interpolation
+
+//
+// easy interpolation on upsampling, no special filter, just "Pete's common sense" tm
+//
+// instead of having n equal sample values in a row like:
+// ____
+// |____
+//
+// we compare the current delta change with the next delta change.
+//
+// if curr_delta is positive,
+//
+// - and next delta is smaller (or changing direction):
+// \.
+// -__
+//
+// - and next delta significant (at least twice) bigger:
+// --_
+// \.
+//
+// - and next delta is nearly same:
+// \.
+// \.
+//
+//
+// if curr_delta is negative,
+//
+// - and next delta is smaller (or changing direction):
+// _--
+// /
+//
+// - and next delta significant (at least twice) bigger:
+// /
+// __-
+//
+// - and next delta is nearly same:
+// /
+// /
+//
+
+
+INLINE void InterpolateUp(int ch)
+{
+ if(s_chan[ch].SB[32]==1) // flag == 1? calc step and set flag... and don't change the value in this pass
+ {
+ const int id1=s_chan[ch].SB[30]-s_chan[ch].SB[29]; // curr delta to next val
+ const int id2=s_chan[ch].SB[31]-s_chan[ch].SB[30]; // and next delta to next-next val :)
+
+ s_chan[ch].SB[32]=0;
+
+ if(id1>0) // curr delta positive
+ {
+ if(id2<id1)
+ {s_chan[ch].SB[28]=id1;s_chan[ch].SB[32]=2;}
+ else
+ if(id2<(id1<<1))
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x10000L;
+ else
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x20000L;
+ }
+ else // curr delta negative
+ {
+ if(id2>id1)
+ {s_chan[ch].SB[28]=id1;s_chan[ch].SB[32]=2;}
+ else
+ if(id2>(id1<<1))
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x10000L;
+ else
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x20000L;
+ }
+ }
+ else
+ if(s_chan[ch].SB[32]==2) // flag 1: calc step and set flag... and don't change the value in this pass
+ {
+ s_chan[ch].SB[32]=0;
+
+ s_chan[ch].SB[28]=(s_chan[ch].SB[28]*s_chan[ch].sinc)/0x20000L;
+ if(s_chan[ch].sinc<=0x8000)
+ s_chan[ch].SB[29]=s_chan[ch].SB[30]-(s_chan[ch].SB[28]*((0x10000/s_chan[ch].sinc)-1));
+ else s_chan[ch].SB[29]+=s_chan[ch].SB[28];
+ }
+ else // no flags? add bigger val (if possible), calc smaller step, set flag1
+ s_chan[ch].SB[29]+=s_chan[ch].SB[28];
+}
+
+//
+// even easier interpolation on downsampling, also no special filter, again just "Pete's common sense" tm
+//
+
+INLINE void InterpolateDown(int ch)
+{
+ if(s_chan[ch].sinc>=0x20000L) // we would skip at least one val?
+ {
+ s_chan[ch].SB[29]+=(s_chan[ch].SB[30]-s_chan[ch].SB[29])/2; // add easy weight
+ if(s_chan[ch].sinc>=0x30000L) // we would skip even more vals?
+ s_chan[ch].SB[29]+=(s_chan[ch].SB[31]-s_chan[ch].SB[30])/2;// add additional next weight
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// helpers for gauss interpolation
+
+#define gval0 (((short*)(&s_chan[ch].SB[29]))[gpos])
+#define gval(x) (((short*)(&s_chan[ch].SB[29]))[(gpos+x)&3])
+
+#include "gauss_i.h"
+
+////////////////////////////////////////////////////////////////////////
+
+#include "xa.c"
+
+////////////////////////////////////////////////////////////////////////
+// START SOUND... called by main thread to setup a new sound on a channel
+////////////////////////////////////////////////////////////////////////
+
+INLINE void StartSound(int ch)
+{
+ StartADSR(ch);
+ StartREVERB(ch);
+
+ s_chan[ch].pCurr=s_chan[ch].pStart; // set sample start
+
+ s_chan[ch].s_1=0; // init mixing vars
+ s_chan[ch].s_2=0;
+ s_chan[ch].iSBPos=28;
+
+ s_chan[ch].bNew=0; // init channel flags
+ s_chan[ch].bStop=0;
+ s_chan[ch].bOn=1;
+
+ s_chan[ch].SB[29]=0; // init our interpolation helpers
+ s_chan[ch].SB[30]=0;
+
+ if(iUseInterpolation>=2) // gauss interpolation?
+ {s_chan[ch].spos=0x30000L;s_chan[ch].SB[28]=0;} // -> start with more decoding
+ else {s_chan[ch].spos=0x10000L;s_chan[ch].SB[31]=0;} // -> no/simple interpolation starts with one 44100 decoding
+
+ dwNewChannel&=~(1<<ch); // clear new channel bit
+}
+
+////////////////////////////////////////////////////////////////////////
+// ALL KIND OF HELPERS
+////////////////////////////////////////////////////////////////////////
+
+INLINE void VoiceChangeFrequency(int ch)
+{
+ s_chan[ch].iUsedFreq=s_chan[ch].iActFreq; // -> take it and calc steps
+ s_chan[ch].sinc=s_chan[ch].iRawPitch<<4;
+ if(!s_chan[ch].sinc) s_chan[ch].sinc=1;
+ if(iUseInterpolation==1) s_chan[ch].SB[32]=1; // -> freq change in simle imterpolation mode: set flag
+}
+
+////////////////////////////////////////////////////////////////////////
+
+INLINE void FModChangeFrequency(int ch,int ns)
+{
+ int NP=s_chan[ch].iRawPitch;
+
+ NP=((32768L+iFMod[ns])*NP)/32768L;
+
+ if(NP>0x3fff) NP=0x3fff;
+ if(NP<0x1) NP=0x1;
+
+ NP=(44100L*NP)/(4096L); // calc frequency
+
+ s_chan[ch].iActFreq=NP;
+ s_chan[ch].iUsedFreq=NP;
+ s_chan[ch].sinc=(((NP/10)<<16)/4410);
+ if(!s_chan[ch].sinc) s_chan[ch].sinc=1;
+ if(iUseInterpolation==1) // freq change in simple interpolation mode
+ s_chan[ch].SB[32]=1;
+ iFMod[ns]=0;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+// noise handler... just produces some noise data
+// surely wrong... and no noise frequency (spuCtrl&0x3f00) will be used...
+// and sometimes the noise will be used as fmod modulation... pfff
+
+INLINE int iGetNoiseVal(int ch)
+{
+ int fa;
+
+ if((dwNoiseVal<<=1)&0x80000000L)
+ {
+ dwNoiseVal^=0x0040001L;
+ fa=((dwNoiseVal>>2)&0x7fff);
+ fa=-fa;
+ }
+ else fa=(dwNoiseVal>>2)&0x7fff;
+
+ // mmm... depending on the noise freq we allow bigger/smaller changes to the previous val
+ fa=s_chan[ch].iOldNoise+((fa-s_chan[ch].iOldNoise)/((0x001f-((spuCtrl&0x3f00)>>9))+1));
+ if(fa>32767L) fa=32767L;
+ if(fa<-32767L) fa=-32767L;
+ s_chan[ch].iOldNoise=fa;
+
+ if(iUseInterpolation<2) // no gauss/cubic interpolation?
+ s_chan[ch].SB[29] = fa; // -> store noise val in "current sample" slot
+ return fa;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+INLINE void StoreInterpolationVal(int ch,int fa)
+{
+ if(s_chan[ch].bFMod==2) // fmod freq channel
+ s_chan[ch].SB[29]=fa;
+ else
+ {
+ if((spuCtrl&0x4000)==0) fa=0; // muted?
+ else // else adjust
+ {
+ if(fa>32767L) fa=32767L;
+ if(fa<-32767L) fa=-32767L;
+ }
+
+ if(iUseInterpolation>=2) // gauss/cubic interpolation
+ {
+ int gpos = s_chan[ch].SB[28];
+ gval0 = fa;
+ gpos = (gpos+1) & 3;
+ s_chan[ch].SB[28] = gpos;
+ }
+ else
+ if(iUseInterpolation==1) // simple interpolation
+ {
+ s_chan[ch].SB[28] = 0;
+ s_chan[ch].SB[29] = s_chan[ch].SB[30]; // -> helpers for simple linear interpolation: delay real val for two slots, and calc the two deltas, for a 'look at the future behaviour'
+ s_chan[ch].SB[30] = s_chan[ch].SB[31];
+ s_chan[ch].SB[31] = fa;
+ s_chan[ch].SB[32] = 1; // -> flag: calc new interolation
+ }
+ else s_chan[ch].SB[29]=fa; // no interpolation
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+INLINE int iGetInterpolationVal(int ch)
+{
+ int fa;
+
+ if(s_chan[ch].bFMod==2) return s_chan[ch].SB[29];
+
+ switch(iUseInterpolation)
+ {
+ //--------------------------------------------------//
+ case 3: // cubic interpolation
+ {
+ long xd;int gpos;
+ xd = ((s_chan[ch].spos) >> 1)+1;
+ gpos = s_chan[ch].SB[28];
+
+ fa = gval(3) - 3*gval(2) + 3*gval(1) - gval0;
+ fa *= (xd - (2<<15)) / 6;
+ fa >>= 15;
+ fa += gval(2) - gval(1) - gval(1) + gval0;
+ fa *= (xd - (1<<15)) >> 1;
+ fa >>= 15;
+ fa += gval(1) - gval0;
+ fa *= xd;
+ fa >>= 15;
+ fa = fa + gval0;
+
+ } break;
+ //--------------------------------------------------//
+ case 2: // gauss interpolation
+ {
+ int vl, vr;int gpos;
+ vl = (s_chan[ch].spos >> 6) & ~3;
+ gpos = s_chan[ch].SB[28];
+ vr=(gauss[vl]*gval0)&~2047;
+ vr+=(gauss[vl+1]*gval(1))&~2047;
+ vr+=(gauss[vl+2]*gval(2))&~2047;
+ vr+=(gauss[vl+3]*gval(3))&~2047;
+ fa = vr>>11;
+ } break;
+ //--------------------------------------------------//
+ case 1: // simple interpolation
+ {
+ if(s_chan[ch].sinc<0x10000L) // -> upsampling?
+ InterpolateUp(ch); // --> interpolate up
+ else InterpolateDown(ch); // --> else down
+ fa=s_chan[ch].SB[29];
+ } break;
+ //--------------------------------------------------//
+ default: // no interpolation
+ {
+ fa=s_chan[ch].SB[29];
+ } break;
+ //--------------------------------------------------//
+ }
+
+ return fa;
+}
+
+////////////////////////////////////////////////////////////////////////
+// MAIN SPU FUNCTION
+// here is the main job handler... thread, timer or direct func call
+// basically the whole sound processing is done in this fat func!
+////////////////////////////////////////////////////////////////////////
+
+// 5 ms waiting phase, if buffer is full and no new sound has to get started
+// .. can be made smaller (smallest val: 1 ms), but bigger waits give
+// better performance
+
+#define PAUSE_W 5
+#define PAUSE_L 5000
+
+////////////////////////////////////////////////////////////////////////
+
+static void *MAINThread(void *arg)
+{
+ int s_1,s_2,fa,ns;
+#ifndef _MACOSX
+ int voldiv = iVolume;
+#else
+ const int voldiv = 2;
+#endif
+ unsigned char * start;unsigned int nSample;
+ int ch,predict_nr,shift_factor,flags,d,s;
+ int bIRQReturn=0;
+
+ while(!bEndThread) // until we are shutting down
+ {
+ // ok, at the beginning we are looking if there is
+ // enuff free place in the dsound/oss buffer to
+ // fill in new data, or if there is a new channel to start.
+ // if not, we wait (thread) or return (timer/spuasync)
+ // until enuff free place is available/a new channel gets
+ // started
+
+ if(dwNewChannel) // new channel should start immedately?
+ { // (at least one bit 0 ... MAXCHANNEL is set?)
+ iSecureStart++; // -> set iSecure
+ if(iSecureStart>5) iSecureStart=0; // (if it is set 5 times - that means on 5 tries a new samples has been started - in a row, we will reset it, to give the sound update a chance)
+ }
+ else iSecureStart=0; // 0: no new channel should start
+
+ while(!iSecureStart && !bEndThread && // no new start? no thread end?
+ (SoundGetBytesBuffered()>TESTSIZE)) // and still enuff data in sound buffer?
+ {
+ iSecureStart=0; // reset secure
+
+ if(iUseTimer) return 0; // linux no-thread mode? bye
+ usleep(PAUSE_L); // else sleep for x ms (linux)
+
+ if(dwNewChannel) iSecureStart=1; // if a new channel kicks in (or, of course, sound buffer runs low), we will leave the loop
+ }
+
+ //--------------------------------------------------// continue from irq handling in timer mode?
+
+ if(lastch>=0) // will be -1 if no continue is pending
+ {
+ ch=lastch; ns=lastns; lastch=-1; // -> setup all kind of vars to continue
+ goto GOON; // -> directly jump to the continue point
+ }
+
+ //--------------------------------------------------//
+ //- main channel loop -//
+ //--------------------------------------------------//
+ {
+ for(ch=0;ch<MAXCHAN;ch++) // loop em all... we will collect 1 ms of sound of each playing channel
+ {
+ if(s_chan[ch].bNew) StartSound(ch); // start new sound
+ if(!s_chan[ch].bOn) continue; // channel not playing? next
+
+ if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq) // new psx frequency?
+ VoiceChangeFrequency(ch);
+
+ ns=0;
+ while(ns<NSSIZE) // loop until 1 ms of data is reached
+ {
+ if(s_chan[ch].bFMod==1 && iFMod[ns]) // fmod freq channel
+ FModChangeFrequency(ch,ns);
+
+ while(s_chan[ch].spos>=0x10000L)
+ {
+ if(s_chan[ch].iSBPos==28) // 28 reached?
+ {
+ start=s_chan[ch].pCurr; // set up the current pos
+
+ if (start == (unsigned char*)-1) // special "stop" sign
+ {
+ s_chan[ch].bOn=0; // -> turn everything off
+ s_chan[ch].ADSRX.lVolume=0;
+ s_chan[ch].ADSRX.EnvelopeVol=0;
+ goto ENDX; // -> and done for this channel
+ }
+
+ s_chan[ch].iSBPos=0;
+
+ //////////////////////////////////////////// spu irq handler here? mmm... do it later
+
+ s_1=s_chan[ch].s_1;
+ s_2=s_chan[ch].s_2;
+
+ predict_nr=(int)*start;start++;
+ shift_factor=predict_nr&0xf;
+ predict_nr >>= 4;
+ flags=(int)*start;start++;
+
+ // -------------------------------------- //
+
+ for (nSample=0;nSample<28;start++)
+ {
+ d=(int)*start;
+ s=((d&0xf)<<12);
+ if(s&0x8000) s|=0xffff0000;
+
+ fa=(s >> shift_factor);
+ fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6);
+ s_2=s_1;s_1=fa;
+ s=((d & 0xf0) << 8);
+
+ s_chan[ch].SB[nSample++]=fa;
+
+ if(s&0x8000) s|=0xffff0000;
+ fa=(s>>shift_factor);
+ fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6);
+ s_2=s_1;s_1=fa;
+
+ s_chan[ch].SB[nSample++]=fa;
+ }
+
+ //////////////////////////////////////////// irq check
+
+ if(irqCallback && (spuCtrl&0x40)) // some callback and irq active?
+ {
+ if((pSpuIrq > start-16 && // irq address reached?
+ pSpuIrq <= start) ||
+ ((flags&1) && // special: irq on looping addr, when stop/loop flag is set
+ (pSpuIrq > s_chan[ch].pLoop-16 &&
+ pSpuIrq <= s_chan[ch].pLoop)))
+ {
+ s_chan[ch].iIrqDone=1; // -> debug flag
+ irqCallback(); // -> call main emu
+
+ if(iSPUIRQWait) // -> option: wait after irq for main emu
+ {
+ iSpuAsyncWait=1;
+ bIRQReturn=1;
+ }
+ }
+ }
+
+ //////////////////////////////////////////// flag handler
+
+ if((flags&4) && (!s_chan[ch].bIgnoreLoop))
+ s_chan[ch].pLoop=start-16; // loop adress
+
+ if(flags&1) // 1: stop/loop
+ {
+ // We play this block out first...
+ //if(!(flags&2)) // 1+2: do loop... otherwise: stop
+ if(flags!=3 || s_chan[ch].pLoop==NULL) // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example)
+ { // and checking if pLoop is set avoids crashes, yeah
+ start = (unsigned char*)-1;
+ }
+ else
+ {
+ start = s_chan[ch].pLoop;
+ }
+ }
+
+ s_chan[ch].pCurr=start; // store values for next cycle
+ s_chan[ch].s_1=s_1;
+ s_chan[ch].s_2=s_2;
+
+ if(bIRQReturn) // special return for "spu irq - wait for cpu action"
+ {
+ bIRQReturn=0;
+ if(iUseTimer!=2)
+ {
+ DWORD dwWatchTime=timeGetTime_spu()+2500;
+
+ while(iSpuAsyncWait && !bEndThread &&
+ timeGetTime_spu()<dwWatchTime)
+ usleep(1000L);
+ }
+ else
+ {
+ lastch=ch;
+ lastns=ns;
+
+ return 0;
+ }
+ }
+
+GOON: ;
+ }
+
+ fa=s_chan[ch].SB[s_chan[ch].iSBPos++]; // get sample data
+
+ StoreInterpolationVal(ch,fa); // store val for later interpolation
+
+ s_chan[ch].spos -= 0x10000L;
+ }
+
+ if(s_chan[ch].bNoise)
+ fa=iGetNoiseVal(ch); // get noise val
+ else fa=iGetInterpolationVal(ch); // get sample val
+
+ s_chan[ch].sval = (MixADSR(ch) * fa) / 1023; // mix adsr
+
+ if(s_chan[ch].bFMod==2) // fmod freq channel
+ iFMod[ns]=s_chan[ch].sval; // -> store 1T sample data, use that to do fmod on next channel
+ else // no fmod freq channel
+ {
+ //////////////////////////////////////////////
+ // ok, left/right sound volume (psx volume goes from 0 ... 0x3fff)
+
+ if(s_chan[ch].iMute)
+ s_chan[ch].sval=0; // debug mute
+ else
+ {
+ SSumL[ns]+=(s_chan[ch].sval*s_chan[ch].iLeftVolume)/0x4000L;
+ SSumR[ns]+=(s_chan[ch].sval*s_chan[ch].iRightVolume)/0x4000L;
+ }
+
+ //////////////////////////////////////////////
+ // now let us store sound data for reverb
+
+ if(s_chan[ch].bRVBActive) StoreREVERB(ch,ns);
+ }
+
+ ////////////////////////////////////////////////
+ // ok, go on until 1 ms data of this channel is collected
+
+ ns++;
+ s_chan[ch].spos += s_chan[ch].sinc;
+
+ }
+ENDX: ;
+ }
+ }
+
+ //---------------------------------------------------//
+ //- here we have another 1 ms of sound data
+ //---------------------------------------------------//
+ // mix XA infos (if any)
+
+ MixXA();
+
+ ///////////////////////////////////////////////////////
+ // mix all channels (including reverb) into one buffer
+
+ if(iDisStereo) // no stereo?
+ {
+ int dl, dr;
+ for (ns = 0; ns < NSSIZE; ns++)
+ {
+ SSumL[ns] += MixREVERBLeft(ns);
+
+ dl = SSumL[ns] / voldiv; SSumL[ns] = 0;
+ if (dl < -32767) dl = -32767; if (dl > 32767) dl = 32767;
+
+ SSumR[ns] += MixREVERBRight();
+
+ dr = SSumR[ns] / voldiv; SSumR[ns] = 0;
+ if (dr < -32767) dr = -32767; if (dr > 32767) dr = 32767;
+ *pS++ = (dl + dr) / 2;
+ }
+ }
+ else // stereo:
+ for (ns = 0; ns < NSSIZE; ns++)
+ {
+ SSumL[ns] += MixREVERBLeft(ns);
+
+ d = SSumL[ns] / voldiv; SSumL[ns] = 0;
+ if (d < -32767) d = -32767; if (d > 32767) d = 32767;
+ *pS++ = d;
+
+ SSumR[ns] += MixREVERBRight();
+
+ d = SSumR[ns] / voldiv; SSumR[ns] = 0;
+ if(d < -32767) d = -32767; if(d > 32767) d = 32767;
+ *pS++ = d;
+ }
+
+ //////////////////////////////////////////////////////
+ // special irq handling in the decode buffers (0x0000-0x1000)
+ // we know:
+ // the decode buffers are located in spu memory in the following way:
+ // 0x0000-0x03ff CD audio left
+ // 0x0400-0x07ff CD audio right
+ // 0x0800-0x0bff Voice 1
+ // 0x0c00-0x0fff Voice 3
+ // and decoded data is 16 bit for one sample
+ // we assume:
+ // even if voices 1/3 are off or no cd audio is playing, the internal
+ // play positions will move on and wrap after 0x400 bytes.
+ // Therefore: we just need a pointer from spumem+0 to spumem+3ff, and
+ // increase this pointer on each sample by 2 bytes. If this pointer
+ // (or 0x400 offsets of this pointer) hits the spuirq address, we generate
+ // an IRQ. Only problem: the "wait for cpu" option is kinda hard to do here
+ // in some of Peops timer modes. So: we ignore this option here (for now).
+
+ if(pMixIrq && irqCallback)
+ {
+ for(ns=0;ns<NSSIZE;ns++)
+ {
+ if((spuCtrl&0x40) && pSpuIrq && pSpuIrq<spuMemC+0x1000)
+ {
+ for(ch=0;ch<4;ch++)
+ {
+ if(pSpuIrq>=pMixIrq+(ch*0x400) && pSpuIrq<pMixIrq+(ch*0x400)+2)
+ {irqCallback();s_chan[ch].iIrqDone=1;}
+ }
+ }
+ pMixIrq+=2;if(pMixIrq>spuMemC+0x3ff) pMixIrq=spuMemC;
+ }
+ }
+
+ InitREVERB();
+
+ // feed the sound
+ // wanna have around 1/60 sec (16.666 ms) updates
+ if (iCycle++ > 16)
+ {
+ SoundFeedStreamData((unsigned char *)pSpuBuffer,
+ ((unsigned char *)pS) - ((unsigned char *)pSpuBuffer));
+ pS = (short *)pSpuBuffer;
+ iCycle = 0;
+ }
+ }
+
+ // end of big main loop...
+
+ bThreadEnded = 1;
+
+ return 0;
+}
+
+// SPU ASYNC... even newer epsxe func
+// 1 time every 'cycle' cycles... harhar
+
+void CALLBACK SPUasync(unsigned long cycle)
+{
+ if(iSpuAsyncWait)
+ {
+ iSpuAsyncWait++;
+ if(iSpuAsyncWait<=64) return;
+ iSpuAsyncWait=0;
+ }
+
+ if(iUseTimer==2) // special mode, only used in Linux by this spu (or if you enable the experimental Windows mode)
+ {
+ if(!bSpuInit) return; // -> no init, no call
+
+ MAINThread(0); // -> linux high-compat mode
+ }
+}
+
+// SPU UPDATE... new epsxe func
+// 1 time every 32 hsync lines
+// (312/32)x50 in pal
+// (262/32)x60 in ntsc
+
+// since epsxe 1.5.2 (linux) uses SPUupdate, not SPUasync, I will
+// leave that func in the linux port, until epsxe linux is using
+// the async function as well
+
+void CALLBACK SPUupdate(void)
+{
+ SPUasync(0);
+}
+
+// XA AUDIO
+
+void CALLBACK SPUplayADPCMchannel(xa_decode_t *xap)
+{
+ if(!xap) return;
+ if(!xap->freq) return; // no xa freq ? bye
+
+ FeedXA(xap); // call main XA feeder
+}
+
+// CDDA AUDIO
+void CALLBACK SPUplayCDDAchannel(short *pcm, int nbytes)
+{
+ if (!pcm) return;
+ if (nbytes<=0) return;
+
+ FeedCDDA((unsigned char *)pcm, nbytes);
+}
+
+// SETUPTIMER: init of certain buffers and threads/timers
+void SetupTimer(void)
+{
+ memset(SSumR,0,NSSIZE*sizeof(int)); // init some mixing buffers
+ memset(SSumL,0,NSSIZE*sizeof(int));
+ memset(iFMod,0,NSSIZE*sizeof(int));
+ pS=(short *)pSpuBuffer; // setup soundbuffer pointer
+
+ bEndThread=0; // init thread vars
+ bThreadEnded=0;
+ bSpuInit=1; // flag: we are inited
+
+ if(!iUseTimer) // linux: use thread
+ {
+ pthread_create(&thread, NULL, MAINThread, NULL);
+ }
+}
+
+// REMOVETIMER: kill threads/timers
+void RemoveTimer(void)
+{
+ bEndThread=1; // raise flag to end thread
+
+ if(!iUseTimer) // linux tread?
+ {
+ int i=0;
+ while(!bThreadEnded && i<2000) {usleep(1000L);i++;} // -> wait until thread has ended
+ if(thread!=(pthread_t)-1) {pthread_cancel(thread);thread=(pthread_t)-1;} // -> cancel thread anyway
+ }
+
+ bThreadEnded=0; // no more spu is running
+ bSpuInit=0;
+}
+
+// SETUPSTREAMS: init most of the spu buffers
+void SetupStreams(void)
+{
+ int i;
+
+ pSpuBuffer=(unsigned char *)malloc(32768); // alloc mixing buffer
+
+ if(iUseReverb==1) i=88200*2;
+ else i=NSSIZE*2;
+
+ sRVBStart = (int *)malloc(i*4); // alloc reverb buffer
+ memset(sRVBStart,0,i*4);
+ sRVBEnd = sRVBStart + i;
+ sRVBPlay = sRVBStart;
+
+ XAStart = // alloc xa buffer
+ (uint32_t *)malloc(44100 * sizeof(uint32_t));
+ XAEnd = XAStart + 44100;
+ XAPlay = XAStart;
+ XAFeed = XAStart;
+
+ CDDAStart = // alloc cdda buffer
+ (uint32_t *)malloc(16384 * sizeof(uint32_t));
+ CDDAEnd = CDDAStart + 16384;
+ CDDAPlay = CDDAStart;
+ CDDAFeed = CDDAStart + 1;
+
+ for(i=0;i<MAXCHAN;i++) // loop sound channels
+ {
+// we don't use mutex sync... not needed, would only
+// slow us down:
+// s_chan[i].hMutex=CreateMutex(NULL,FALSE,NULL);
+ s_chan[i].ADSRX.SustainLevel = 1024; // -> init sustain
+ s_chan[i].iMute=0;
+ s_chan[i].iIrqDone=0;
+ s_chan[i].pLoop=spuMemC;
+ s_chan[i].pStart=spuMemC;
+ s_chan[i].pCurr=spuMemC;
+ }
+
+ pMixIrq=spuMemC; // enable decoded buffer irqs by setting the address
+}
+
+// REMOVESTREAMS: free most buffer
+void RemoveStreams(void)
+{
+ free(pSpuBuffer); // free mixing buffer
+ pSpuBuffer = NULL;
+ free(sRVBStart); // free reverb buffer
+ sRVBStart = NULL;
+ free(XAStart); // free XA buffer
+ XAStart = NULL;
+ free(CDDAStart); // free CDDA buffer
+ CDDAStart = NULL;
+}
+
+// INIT/EXIT STUFF
+
+// SPUINIT: this func will be called first by the main emu
+long CALLBACK SPUinit(void)
+{
+ spuMemC = (unsigned char *)spuMem; // just small setup
+ memset((void *)&rvb, 0, sizeof(REVERBInfo));
+ InitADSR();
+
+ iVolume = 3;
+ iReverbOff = -1;
+ spuIrq = 0;
+ spuAddr = 0xffffffff;
+ bEndThread = 0;
+ bThreadEnded = 0;
+ spuMemC = (unsigned char *)spuMem;
+ pMixIrq = 0;
+ memset((void *)s_chan, 0, (MAXCHAN + 1) * sizeof(SPUCHAN));
+ pSpuIrq = 0;
+ iSPUIRQWait = 1;
+ lastch = -1;
+
+ ReadConfig(); // read user stuff
+ SetupStreams(); // prepare streaming
+
+ return 0;
+}
+
+// SPUOPEN: called by main emu after init
+long CALLBACK SPUopen(void)
+{
+ if (bSPUIsOpen) return 0; // security for some stupid main emus
+
+ SetupSound(); // setup sound (before init!)
+ SetupTimer(); // timer for feeding data
+
+ bSPUIsOpen = 1;
+
+ return PSE_SPU_ERR_SUCCESS;
+}
+
+// SPUCLOSE: called before shutdown
+long CALLBACK SPUclose(void)
+{
+ if (!bSPUIsOpen) return 0; // some security
+
+ bSPUIsOpen = 0; // no more open
+
+ RemoveTimer(); // no more feeding
+ RemoveSound(); // no more sound handling
+
+ return 0;
+}
+
+// SPUSHUTDOWN: called by main emu on final exit
+long CALLBACK SPUshutdown(void)
+{
+ SPUclose();
+ RemoveStreams(); // no more streaming
+
+ return 0;
+}
+
+// SPUTEST: we don't test, we are always fine ;)
+long CALLBACK SPUtest(void)
+{
+ return 0;
+}
+
+// SPUCONFIGURE: call config dialog
+long CALLBACK SPUconfigure(void)
+{
+#ifdef _MACOSX
+ DoConfiguration();
+#else
+ StartCfgTool("CFG");
+#endif
+ return 0;
+}
+
+// SPUABOUT: show about window
+void CALLBACK SPUabout(void)
+{
+#ifdef _MACOSX
+ DoAbout();
+#else
+ StartCfgTool("ABOUT");
+#endif
+}
+
+// SETUP CALLBACKS
+// this functions will be called once,
+// passes a callback that should be called on SPU-IRQ/cdda volume change
+void CALLBACK SPUregisterCallback(void (CALLBACK *callback)(void))
+{
+ irqCallback = callback;
+}
+
+void CALLBACK SPUregisterCDDAVolume(void (CALLBACK *CDDAVcallback)(unsigned short,unsigned short))
+{
+ cddavCallback = CDDAVcallback;
+}
+
+// COMMON PLUGIN INFO FUNCS
+char * CALLBACK PSEgetLibName(void)
+{
+ return _(libraryName);
+}
+
+unsigned long CALLBACK PSEgetLibType(void)
+{
+ return PSE_LT_SPU;
+}
+
+unsigned long CALLBACK PSEgetLibVersion(void)
+{
+ return (1 << 16) | (6 << 8);
+}
+
+char * SPUgetLibInfos(void)
+{
+ return _(libraryInfo);
+}