Move Sound component objects from Emulation.Common to Emulation.Cores so they live in the same assembly as the calling cores

This commit is contained in:
adelikat 2016-03-04 08:37:09 -05:00
parent c4c12ff357
commit 5cd11d0bb4
18 changed files with 27 additions and 30 deletions

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@ -138,11 +138,6 @@
<Compile Include="Interfaces\Services\IVideoProvider.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="ServiceInjector.cs" />
<Compile Include="Sound\CDAudio.cs" />
<Compile Include="Sound\HuC6280PSG.cs" />
<Compile Include="Sound\MMC5Audio.cs" />
<Compile Include="Sound\SN76489.cs" />
<Compile Include="Sound\Sunsoft5BAudio.cs" />
<Compile Include="Sound\Utilities\BlipBuffer.cs" />
<Compile Include="Sound\Utilities\BufferedAsync.cs" />
<Compile Include="Sound\Utilities\DCFilter.cs" />
@ -151,9 +146,6 @@
<Compile Include="Sound\Utilities\SoundMixer.cs" />
<Compile Include="Sound\Utilities\SpeexResampler.cs" />
<Compile Include="Sound\Utilities\Waves.cs" />
<Compile Include="Sound\VRC6Alt.cs" />
<Compile Include="Sound\YM2413.cs" />
<Compile Include="Sound\YM2612.cs" />
<Compile Include="SystemLookup.cs" />
<Compile Include="TextState.cs" />
</ItemGroup>

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@ -988,6 +988,14 @@
<Compile Include="Consoles\Sega\Genesis\MemoryMap.Z80.cs" />
<Compile Include="Consoles\Sega\SMS\SMS.cs" />
<Compile Include="Consoles\Sega\SMS\VDP.cs" />
<Compile Include="Sound\CDAudio.cs" />
<Compile Include="Sound\HuC6280PSG.cs" />
<Compile Include="Sound\MMC5Audio.cs" />
<Compile Include="Sound\SN76489.cs" />
<Compile Include="Sound\Sunsoft5BAudio.cs" />
<Compile Include="Sound\VRC6Alt.cs" />
<Compile Include="Sound\YM2413.cs" />
<Compile Include="Sound\YM2612.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Consoles\Coleco\docs\CV-Sound.txt" />

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@ -1,5 +1,5 @@
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
using BizHawk.Emulation.Cores.Components.Z80;
namespace BizHawk.Emulation.Cores.ColecoVision

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@ -2,7 +2,7 @@
using BizHawk.Common;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
//simplifications/approximations:
//* "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 @@
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
namespace BizHawk.Emulation.Cores.Nintendo.NES
{

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@ -2,7 +2,7 @@
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
namespace BizHawk.Emulation.Cores.Nintendo.NES
{

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using BizHawk.Common;
@ -9,6 +8,7 @@ using BizHawk.Common.BufferExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
using BizHawk.Emulation.Cores.Components.H6280;
using BizHawk.Emulation.DiscSystem;

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@ -1,11 +1,8 @@
using System;
using System.IO;
using System.Globalization;
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
using BizHawk.Emulation.DiscSystem;
namespace BizHawk.Emulation.Cores.PCEngine

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@ -9,6 +9,7 @@ using BizHawk.Common.BufferExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
using BizHawk.Emulation.Cores.Components.M68000;
using BizHawk.Emulation.Cores.Components.Z80;
using Native68000;

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@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using BizHawk.Common.StringExtensions;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.Components;
using BizHawk.Emulation.Cores.Components;
using BizHawk.Emulation.Cores.Components.Z80;
/*****************************************************

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@ -1,5 +1,4 @@
using System;
using System.IO;
using BizHawk.Common;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.DiscSystem;
@ -9,7 +8,7 @@ using BizHawk.Emulation.DiscSystem;
// I decided not to let the perfect be the enemy of the good.
// It can always be refactored. It's at least deterministic.
namespace BizHawk.Emulation.Common.Components
namespace BizHawk.Emulation.Cores.Components
{
public sealed class CDAudio : ISoundProvider
{

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@ -3,8 +3,9 @@ using System.Collections.Generic;
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
using BizHawk.Emulation.Common;
namespace BizHawk.Emulation.Common.Components
namespace BizHawk.Emulation.Cores.Components
{
// Emulates PSG audio unit of a PC Engine / Turbografx-16 / SuperGrafx.
// 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 @@
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
namespace BizHawk.Emulation.Common.Components
namespace BizHawk.Emulation.Cores.Components
{
public class MMC5Audio
{

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@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using BizHawk.Common;
using System.Collections.Generic;
namespace BizHawk.Emulation.Common.Components
using BizHawk.Common;
using BizHawk.Emulation.Common;
namespace BizHawk.Emulation.Cores.Components
{
public sealed class SN76489 : ISoundProvider
{

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@ -3,7 +3,7 @@
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
namespace BizHawk.Emulation.Common.Components
namespace BizHawk.Emulation.Cores.Components
{
/// <summary>
/// YM2149F variant

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@ -3,7 +3,7 @@
using BizHawk.Common;
using BizHawk.Common.NumberExtensions;
namespace BizHawk.Emulation.Common.Components
namespace BizHawk.Emulation.Cores.Components
{
public class VRC6Alt
{