Move Sound component objects from Emulation.Common to Emulation.Cores so they live in the same assembly as the calling cores
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@ -138,11 +138,6 @@
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<Compile Include="Interfaces\Services\IVideoProvider.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ServiceInjector.cs" />
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<Compile Include="Sound\CDAudio.cs" />
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<Compile Include="Sound\HuC6280PSG.cs" />
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<Compile Include="Sound\MMC5Audio.cs" />
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<Compile Include="Sound\SN76489.cs" />
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<Compile Include="Sound\Sunsoft5BAudio.cs" />
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<Compile Include="Sound\Utilities\BlipBuffer.cs" />
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<Compile Include="Sound\Utilities\BufferedAsync.cs" />
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<Compile Include="Sound\Utilities\DCFilter.cs" />
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@ -151,9 +146,6 @@
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<Compile Include="Sound\Utilities\SoundMixer.cs" />
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<Compile Include="Sound\Utilities\SpeexResampler.cs" />
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<Compile Include="Sound\Utilities\Waves.cs" />
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<Compile Include="Sound\VRC6Alt.cs" />
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<Compile Include="Sound\YM2413.cs" />
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<Compile Include="Sound\YM2612.cs" />
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<Compile Include="SystemLookup.cs" />
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<Compile Include="TextState.cs" />
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</ItemGroup>
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@ -988,6 +988,14 @@
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<Compile Include="Consoles\Sega\Genesis\MemoryMap.Z80.cs" />
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<Compile Include="Consoles\Sega\SMS\SMS.cs" />
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<Compile Include="Consoles\Sega\SMS\VDP.cs" />
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<Compile Include="Sound\CDAudio.cs" />
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<Compile Include="Sound\HuC6280PSG.cs" />
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<Compile Include="Sound\MMC5Audio.cs" />
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<Compile Include="Sound\SN76489.cs" />
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<Compile Include="Sound\Sunsoft5BAudio.cs" />
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<Compile Include="Sound\VRC6Alt.cs" />
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<Compile Include="Sound\YM2413.cs" />
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<Compile Include="Sound\YM2612.cs" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="Consoles\Coleco\docs\CV-Sound.txt" />
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@ -1,5 +1,5 @@
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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using BizHawk.Emulation.Cores.Components.Z80;
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namespace BizHawk.Emulation.Cores.ColecoVision
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@ -2,7 +2,7 @@
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using BizHawk.Common;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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//simplifications/approximations:
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//* "Note that no commercial games rely on this mirroring -- therefore you can take the easy way out and simply give all MMC5 games 64k PRG-RAM."
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@ -1,6 +1,6 @@
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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namespace BizHawk.Emulation.Cores.Nintendo.NES
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{
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@ -2,7 +2,7 @@
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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namespace BizHawk.Emulation.Cores.Nintendo.NES
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{
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@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using BizHawk.Common;
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@ -9,6 +8,7 @@ using BizHawk.Common.BufferExtensions;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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using BizHawk.Emulation.Cores.Components.H6280;
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using BizHawk.Emulation.DiscSystem;
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@ -1,11 +1,8 @@
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using System;
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using System.IO;
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using System.Globalization;
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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using BizHawk.Emulation.DiscSystem;
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namespace BizHawk.Emulation.Cores.PCEngine
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@ -9,6 +9,7 @@ using BizHawk.Common.BufferExtensions;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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using BizHawk.Emulation.Cores.Components.M68000;
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using BizHawk.Emulation.Cores.Components.Z80;
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using Native68000;
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@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using BizHawk.Common.StringExtensions;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.Components;
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using BizHawk.Emulation.Cores.Components;
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using BizHawk.Emulation.Cores.Components.Z80;
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/*****************************************************
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@ -1,5 +1,4 @@
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using System;
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using System.IO;
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using BizHawk.Common;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.DiscSystem;
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@ -9,7 +8,7 @@ using BizHawk.Emulation.DiscSystem;
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// I decided not to let the perfect be the enemy of the good.
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// It can always be refactored. It's at least deterministic.
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namespace BizHawk.Emulation.Common.Components
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namespace BizHawk.Emulation.Cores.Components
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{
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public sealed class CDAudio : ISoundProvider
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{
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@ -3,8 +3,9 @@ using System.Collections.Generic;
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Common.Components
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namespace BizHawk.Emulation.Cores.Components
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{
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// Emulates PSG audio unit of a PC Engine / Turbografx-16 / SuperGrafx.
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// It is embedded on the CPU and doesn't have its own part number. None the less, it is emulated separately from the 6280 CPU.
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@ -3,7 +3,7 @@
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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namespace BizHawk.Emulation.Common.Components
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namespace BizHawk.Emulation.Cores.Components
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{
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public class MMC5Audio
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{
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@ -1,10 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using BizHawk.Common;
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using System.Collections.Generic;
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namespace BizHawk.Emulation.Common.Components
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using BizHawk.Common;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Components
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{
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public sealed class SN76489 : ISoundProvider
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{
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@ -3,7 +3,7 @@
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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namespace BizHawk.Emulation.Common.Components
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namespace BizHawk.Emulation.Cores.Components
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{
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/// <summary>
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/// YM2149F variant
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@ -3,7 +3,7 @@
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using BizHawk.Common;
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using BizHawk.Common.NumberExtensions;
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namespace BizHawk.Emulation.Common.Components
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namespace BizHawk.Emulation.Cores.Components
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{
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public class VRC6Alt
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{
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