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/* gameplaySP
*
* Copyright (C) 2006 Exophase <exophase@gmail.com>
*
* 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef SOUND_H
#define SOUND_H
#define BUFFER_SIZE 65536
// A lot of sound cards on PC can't handle such small buffers but this
// seems to work well on PSP.
#ifdef PSP_BUILD
#define SOUND_BUFFER_SIZE 4096
#else
#define SOUND_BUFFER_SIZE 16384
#endif
typedef enum
{
DIRECT_SOUND_INACTIVE,
DIRECT_SOUND_RIGHT,
DIRECT_SOUND_LEFT,
DIRECT_SOUND_LEFTRIGHT
} direct_sound_status_type;
typedef enum
{
DIRECT_SOUND_VOLUME_50,
DIRECT_SOUND_VOLUME_100
} direct_sound_volume_type;
typedef struct
{
s8 fifo[32];
u32 fifo_base;
u32 fifo_top;
fixed16_16 fifo_fractional;
// The + 1 is to give some extra room for linear interpolation
// when wrapping around.
u32 buffer_index;
direct_sound_status_type status;
direct_sound_volume_type volume;
u32 last_cpu_ticks;
} direct_sound_struct;
typedef enum
{
GBC_SOUND_INACTIVE,
GBC_SOUND_RIGHT,
GBC_SOUND_LEFT,
GBC_SOUND_LEFTRIGHT
} gbc_sound_status_type;
typedef struct
{
u32 rate;
fixed16_16 frequency_step;
fixed16_16 sample_index;
fixed16_16 tick_counter;
u32 total_volume;
u32 envelope_initial_volume;
u32 envelope_volume;
u32 envelope_direction;
u32 envelope_status;
u32 envelope_step;
u32 envelope_ticks;
u32 envelope_initial_ticks;
u32 sweep_status;
u32 sweep_direction;
u32 sweep_ticks;
u32 sweep_initial_ticks;
u32 sweep_shift;
u32 length_status;
u32 length_ticks;
u32 noise_type;
u32 wave_type;
u32 wave_bank;
u32 wave_volume;
gbc_sound_status_type status;
u32 active_flag;
u32 master_enable;
s8 *sample_data;
} gbc_sound_struct;
extern direct_sound_struct direct_sound_channel[2];
extern gbc_sound_struct gbc_sound_channel[4];
extern s8 square_pattern_duty[4][8];
extern u32 gbc_sound_master_volume_left;
extern u32 gbc_sound_master_volume_right;
extern u32 gbc_sound_master_volume;
extern u32 sound_frequency;
extern u32 sound_on;
extern u32 global_enable_audio;
extern u32 enable_low_pass_filter;
extern u32 audio_buffer_size_number;
extern SDL_mutex *sound_mutex;
void sound_timer_queue8(u32 channel, u8 value);
void sound_timer_queue16(u32 channel, u16 value);
void sound_timer_queue32(u32 channel, u32 value);
void sound_timer(fixed16_16 frequency_step, u32 channel);
void sound_reset_fifo(u32 channel);
void update_gbc_sound(u32 cpu_ticks);
void init_sound();
void sound_write_mem_savestate(file_tag_type savestate_file);
void sound_read_savestate(file_tag_type savestate_file);
#ifdef IN_MEMORY_C
#define gbc_sound_tone_control_low(channel, address) \
{ \
u32 initial_volume = (value >> 12) & 0x0F; \
u32 envelope_ticks = ((value >> 8) & 0x07) * 4; \
gbc_sound_channel[channel].length_ticks = 64 - (value & 0x3F); \
gbc_sound_channel[channel].sample_data = \
square_pattern_duty[(value >> 6) & 0x03]; \
gbc_sound_channel[channel].envelope_direction = (value >> 11) & 0x01; \
gbc_sound_channel[channel].envelope_initial_volume = initial_volume; \
gbc_sound_channel[channel].envelope_volume = initial_volume; \
gbc_sound_channel[channel].envelope_initial_ticks = envelope_ticks; \
gbc_sound_channel[channel].envelope_ticks = envelope_ticks; \
gbc_sound_channel[channel].envelope_status = (envelope_ticks != 0); \
gbc_sound_channel[channel].envelope_volume = initial_volume; \
gbc_sound_update = 1; \
address16(io_registers, address) = value; \
} \
#define gbc_sound_tone_control_high(channel, address) \
{ \
u32 rate = value & 0x7FF; \
gbc_sound_channel[channel].rate = rate; \
gbc_sound_channel[channel].frequency_step = \
float_to_fp16_16(((131072.0 / (2048 - rate)) * 8.0) / sound_frequency); \
gbc_sound_channel[channel].length_status = (value >> 14) & 0x01; \
if(value & 0x8000) \
{ \
gbc_sound_channel[channel].active_flag = 1; \
gbc_sound_channel[channel].sample_index -= float_to_fp16_16(1.0 / 12.0); \
gbc_sound_channel[channel].envelope_ticks = \
gbc_sound_channel[channel].envelope_initial_ticks; \
gbc_sound_channel[channel].envelope_volume = \
gbc_sound_channel[channel].envelope_initial_volume; \
} \
\
gbc_sound_update = 1; \
address16(io_registers, address) = value; \
} \
#define gbc_sound_tone_control_sweep() \
{ \
u32 sweep_ticks = ((value >> 4) & 0x07) * 2; \
gbc_sound_channel[0].sweep_shift = value & 0x07; \
gbc_sound_channel[0].sweep_direction = (value >> 3) & 0x01; \
gbc_sound_channel[0].sweep_status = (value != 8); \
gbc_sound_channel[0].sweep_ticks = sweep_ticks; \
gbc_sound_channel[0].sweep_initial_ticks = sweep_ticks; \
gbc_sound_update = 1; \
address16(io_registers, 0x60) = value; \
} \
#define gbc_sound_wave_control() \
{ \
gbc_sound_channel[2].wave_type = (value >> 5) & 0x01; \
gbc_sound_channel[2].wave_bank = (value >> 6) & 0x01; \
if(value & 0x80) \
{ \
gbc_sound_channel[2].master_enable = 1; \
} \
else \
{ \
gbc_sound_channel[2].master_enable = 0; \
} \
\
gbc_sound_update = 1; \
address16(io_registers, 0x70) = value; \
} \
static u32 gbc_sound_wave_volume[4] = { 0, 16384, 8192, 4096 };
#define gbc_sound_tone_control_low_wave() \
{ \
gbc_sound_channel[2].length_ticks = 256 - (value & 0xFF); \
if((value >> 15) & 0x01) \
{ \
gbc_sound_channel[2].wave_volume = 12288; \
} \
else \
{ \
gbc_sound_channel[2].wave_volume = \
gbc_sound_wave_volume[(value >> 13) & 0x03]; \
} \
gbc_sound_update = 1; \
address16(io_registers, 0x72) = value; \
} \
#define gbc_sound_tone_control_high_wave() \
{ \
u32 rate = value & 0x7FF; \
gbc_sound_channel[2].rate = rate; \
gbc_sound_channel[2].frequency_step = \
float_to_fp16_16((2097152.0 / (2048 - rate)) / sound_frequency); \
gbc_sound_channel[2].length_status = (value >> 14) & 0x01; \
if(value & 0x8000) \
{ \
gbc_sound_channel[2].sample_index = 0; \
gbc_sound_channel[2].active_flag = 1; \
} \
gbc_sound_update = 1; \
address16(io_registers, 0x74) = value; \
} \
#define gbc_sound_noise_control() \
{ \
u32 dividing_ratio = value & 0x07; \
u32 frequency_shift = (value >> 4) & 0x0F; \
if(dividing_ratio == 0) \
{ \
gbc_sound_channel[3].frequency_step = \
float_to_fp16_16(1048576.0 / (1 << (frequency_shift + 1)) / \
sound_frequency); \
} \
else \
{ \
gbc_sound_channel[3].frequency_step = \
float_to_fp16_16(524288.0 / (dividing_ratio * \
(1 << (frequency_shift + 1))) / sound_frequency); \
} \
gbc_sound_channel[3].noise_type = (value >> 3) & 0x01; \
gbc_sound_channel[3].length_status = (value >> 14) & 0x01; \
if(value & 0x8000) \
{ \
gbc_sound_channel[3].sample_index = 0; \
gbc_sound_channel[3].active_flag = 1; \
gbc_sound_channel[3].envelope_ticks = \
gbc_sound_channel[3].envelope_initial_ticks; \
gbc_sound_channel[3].envelope_volume = \
gbc_sound_channel[3].envelope_initial_volume; \
} \
gbc_sound_update = 1; \
address16(io_registers, 0x7C) = value; \
} \
#define gbc_trigger_sound_channel(channel) \
gbc_sound_master_volume_right = value & 0x07; \
gbc_sound_master_volume_left = (value >> 4) & 0x07; \
gbc_sound_channel[channel].status = ((value >> (channel + 8)) & 0x01) | \
((value >> (channel + 11)) & 0x03) \
#define gbc_trigger_sound() \
{ \
gbc_trigger_sound_channel(0); \
gbc_trigger_sound_channel(1); \
gbc_trigger_sound_channel(2); \
gbc_trigger_sound_channel(3); \
address16(io_registers, 0x80) = value; \
} \
#define trigger_sound() \
{ \
timer[0].direct_sound_channels = (((value >> 10) & 0x01) == 0) | \
((((value >> 14) & 0x01) == 0) << 1); \
timer[1].direct_sound_channels = (((value >> 10) & 0x01) == 1) | \
((((value >> 14) & 0x01) == 1) << 1); \
direct_sound_channel[0].volume = (value >> 2) & 0x01; \
direct_sound_channel[0].status = (value >> 8) & 0x03; \
direct_sound_channel[1].volume = (value >> 3) & 0x01; \
direct_sound_channel[1].status = (value >> 12) & 0x03; \
gbc_sound_master_volume = value & 0x03; \
\
if((value >> 11) & 0x01) \
sound_reset_fifo(0); \
if((value >> 15) & 0x01) \
sound_reset_fifo(1); \
address16(io_registers, 0x82) = value; \
} \
#define sound_on() \
if(value & 0x80) \
{ \
if(sound_on != 1) \
{ \
sound_on = 1; \
} \
} \
else \
{ \
u32 i; \
for(i = 0; i < 4; i++) \
{ \
gbc_sound_channel[i].active_flag = 0; \
} \
sound_on = 0; \
} \
address16(io_registers, 0x84) = \
(address16(io_registers, 0x84) & 0x000F) | (value & 0xFFF0); \
#define sound_update_frequency_step(timer_number) \
timer[timer_number].frequency_step = \
float_to_fp16_16(16777216.0 / (timer_reload * sound_frequency)) \
#endif // IN_MEMORY_C
void reset_sound();
void sound_exit();
#endif
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