BizHawk/BizHawk.Emulation.Cores/Consoles/Intellivision/PSG.cs

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using BizHawk.Common.NumberExtensions;
using System;
using BizHawk.Common;
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using BizHawk.Emulation.Common;
namespace BizHawk.Emulation.Cores.Intellivision
{
// Sound refactor todo: Implement ISoundProvider, and register _psg in the Intellivision core
public sealed class PSG
{
public ushort[] Register = new ushort[16];
public void Reset()
{
sq_per_A = sq_per_B = sq_per_C = 0x1000;
noise_per = 64;
env_per = 0x20000;
}
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public void DiscardSamples()
{
sample_count = 0;
for (int i = 0; i < 3733; i++)
{
audio_samples[i] = 0;
}
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}
public void GetSamples(short[] samples)
{
for (int i = 0; i < samples.Length / 2; i++)
{
//smooth out audio sample by averging
samples[i * 2] = (short)(audio_samples[(int)Math.Floor(3.7904 * i)]);
samples[(i * 2) + 1] = samples[i * 2];
}
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}
// There is one audio clock for every 4 cpu clocks, and ~15000 cycles per frame
public short[] audio_samples = new short[4000];
public static int[] volume_table = new int[16] {0x0000, 0x0055, 0x0079, 0x00AB, 0x00F1, 0x0155, 0x01E3, 0x02AA,
0x03C5, 0x0555, 0x078B, 0x0AAB, 0x0F16, 0x1555, 0x1E2B, 0x2AAA};
public int sample_count;
public int TotalExecutedCycles;
public int PendingCycles;
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public int psg_clock;
public int sq_per_A, sq_per_B, sq_per_C;
public int clock_A, clock_B, clock_C;
public int vol_A, vol_B, vol_C;
public bool A_on, B_on, C_on;
public bool A_up, B_up, C_up;
public bool A_noise, B_noise, C_noise;
public int env_per;
public int env_clock;
public int env_shape;
public int env_vol_A, env_vol_B, env_vol_C;
public int noise_clock;
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public int noise_per;
public int noise=0x1FFF;
public Func<ushort, ushort> ReadMemory;
public Func<ushort, ushort, bool> WriteMemory;
public void SyncState(Serializer ser)
{
ser.BeginSection("PSG");
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ser.Sync("Register", ref Register, false);
ser.Sync("Toal_executed_cycles", ref TotalExecutedCycles);
ser.Sync("Pending Cycles", ref PendingCycles);
ser.Sync("sample_count", ref sample_count);
ser.Sync("psg_clock", ref psg_clock);
ser.Sync("clock_A", ref clock_A);
ser.Sync("clock_B", ref clock_B);
ser.Sync("clock_C", ref clock_C);
ser.Sync("noise clock", ref noise_clock);
ser.Sync("A_up", ref A_up);
ser.Sync("B_up", ref B_up);
ser.Sync("C_up", ref C_up);
ser.Sync("noise", ref noise);
sync_psg_state();
ser.EndSection();
}
public ushort? ReadPSG(ushort addr)
{
if (addr >= 0x01F0 && addr <= 0x01FF)
{
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return (ushort)(0xFF00 | Register[addr - 0x01F0]);
}
return null;
}
public void sync_psg_state()
{
sq_per_A = (Register[0] & 0xFF) | (((Register[4] & 0xF) << 8));
if (sq_per_A == 0)
sq_per_A = 0x1000;
//else
//sq_per_A *= 2;
//clock_A = 0;
sq_per_B = (Register[1] & 0xFF) | (((Register[5] & 0xF) << 8));
if (sq_per_B == 0)
sq_per_B = 0x1000;
//else
//sq_per_B *= 2;
//clock_B = 0;
sq_per_C = (Register[2] & 0xFF) | (((Register[6] & 0xF) << 8));
if (sq_per_C == 0)
sq_per_C = 0x1000;
//else
//sq_per_C *= 2;
//clock_C = 0;
env_per = (Register[3] & 0xFF) | (((Register[7] & 0xFF) << 8));
if (env_per == 0)
env_per = 0x20000;
else
env_per *= 2;
A_on = Register[8].Bit(0);
B_on = Register[8].Bit(1);
C_on = Register[8].Bit(2);
A_noise = Register[8].Bit(3);
B_noise = Register[8].Bit(4);
C_noise = Register[8].Bit(5);
noise_per = Register[9] & 0x1F;
if (noise_per == 0)
{
noise_per = 64;
}
else
{
noise_per *= 2;
}
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var shape_select = Register[10] & 0xF;
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if (shape_select < 4)
env_shape = 0;
else if (shape_select < 8)
env_shape = 1;
else
env_shape = 2 + (shape_select - 8);
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vol_A = Register[11] & 0xF;
env_vol_A = (Register[11] >> 4) & 0x3;
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vol_B = Register[12] & 0xF;
env_vol_B = (Register[12] >> 4) & 0x3;
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vol_C = Register[13] & 0xF;
env_vol_C = (Register[13] >> 4) & 0x3;
}
public bool WritePSG(ushort addr, ushort value)
{
if (addr >= 0x01F0 && addr <= 0x01FF)
{
Register[addr - 0x01F0] = value;
if (addr - 0x01F0 == 10)
env_clock = 0;
sync_psg_state();
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return true;
}
return false;
}
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public void generate_sound(int cycles_to_do)
{
// there are 4 cpu cycles for every psg cycle
bool sound_out_A;
bool sound_out_B;
bool sound_out_C;
for (int i=0;i<cycles_to_do;i++)
{
psg_clock++;
if (psg_clock==4)
{
psg_clock = 0;
if (vol_A!=0)
clock_A++;
else if (env_vol_A!=0)
clock_A++;
if (vol_B != 0)
clock_B++;
else if (env_vol_B != 0)
clock_B++;
if (vol_C != 0)
clock_C++;
else if (env_vol_C != 0)
clock_C++;
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env_clock++;
noise_clock++;
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//clock noise
if (noise_clock >= noise_per)
{
noise = (noise >> 1) ^ (noise.Bit(0) ? 0x10004 : 0);
noise_clock = 0;
}
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if (clock_A >= sq_per_A)
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{
A_up = !A_up;
clock_A = 0;
}
if (clock_B >= sq_per_B)
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{
B_up = !B_up;
clock_B = 0;
}
if (clock_C >= sq_per_C)
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{
C_up = !C_up;
clock_C = 0;
}
sound_out_A = (noise.Bit(0) | A_noise) & (A_on | A_up);
sound_out_B = (noise.Bit(0) | B_noise) & (B_on | B_up);
sound_out_C = (noise.Bit(0) | C_noise) & (C_on | C_up);
//now calculate the volume of each channel and add them together
if (env_vol_A == 0)
{
audio_samples[sample_count] = (short)(sound_out_A ? volume_table[vol_A] : 0);
}
else
{
//Console.Write(env_vol_A); Console.Write("A"); Console.Write('\n');
}
if (env_vol_B == 0)
{
audio_samples[sample_count] += (short)(sound_out_B ? volume_table[vol_B] : 0);
}
else
{
//Console.Write(env_vol_B); Console.Write("B"); Console.Write('\n');
}
if (env_vol_C == 0)
{
audio_samples[sample_count] += (short)(sound_out_C ? volume_table[vol_C] : 0);
}
else
{
//Console.Write(env_vol_C); Console.Write("C"); Console.Write('\n');
}
sample_count++;
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}
}
}
}
}