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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;
ReadConfigSPU(); // 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);
}
*/
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