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Diffstat (limited to 'sound/softsynth/fmtowns_pc98/towns_pc98_fmsynth.h')
-rw-r--r--sound/softsynth/fmtowns_pc98/towns_pc98_fmsynth.h16
1 files changed, 13 insertions, 3 deletions
diff --git a/sound/softsynth/fmtowns_pc98/towns_pc98_fmsynth.h b/sound/softsynth/fmtowns_pc98/towns_pc98_fmsynth.h
index a6fd39646a..ddd249b1b8 100644
--- a/sound/softsynth/fmtowns_pc98/towns_pc98_fmsynth.h
+++ b/sound/softsynth/fmtowns_pc98/towns_pc98_fmsynth.h
@@ -30,9 +30,19 @@
#include "sound/mixer.h"
#include "common/list.h"
+#ifdef __DS__
+/* This disables the rhythm channel when emulating the PC-98 type 86 sound card.
+ * The only purpose is code size reduction for certain backends.
+ * At the moment the only games which make use of the rhythm channel are the
+ * (very rare) PC-98 versions of Legend of Kyrandia 2 and Lands of Lore. Music will
+ * still be okay, just missing a couple of rhythm instruments.
+ */
+#define DISABLE_PC98_RHYTHM_CHANNEL
+#endif
+
class TownsPC98_FmSynthOperator;
class TownsPC98_FmSynthSquareSineSource;
-#ifndef __DS__
+#ifndef DISABLE_PC98_RHYTHM_CHANNEL
class TownsPC98_FmSynthPercussionSource;
#endif
@@ -130,7 +140,7 @@ private:
};
TownsPC98_FmSynthSquareSineSource *_ssg;
-#ifndef __DS__
+#ifndef DISABLE_PC98_RHYTHM_CHANNEL
TownsPC98_FmSynthPercussionSource *_prc;
#endif
ChanInternal *_chanInternal;
@@ -172,7 +182,7 @@ private:
Audio::Mixer *_mixer;
Audio::SoundHandle _soundHandle;
-#ifndef __DS__
+#ifndef DISABLE_PC98_RHYTHM_CHANNEL
static const uint8 _percussionData[];
#endif
static const uint32 _adtStat[];