246 lines
7.5 KiB
C#
246 lines
7.5 KiB
C#
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Components;
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using System;
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using System.Collections.Generic;
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namespace BizHawk.Emulation.Cores.Computers.SinclairSpectrum
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{
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/// <summary>
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/// Represents the piezoelectric buzzer used in the Spectrum to produce sound
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/// The beeper is controlled by rapidly toggling bit 4 of port &FE
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///
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/// For the purposes of emulation this devices is locked to a frame
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/// a list of Pulses is built up over the course of the frame and outputted at the end of the frame
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/// </summary>
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public class Buzzer : ISoundProvider
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{
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/// <summary>
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/// Supplied values are right for 48K spectrum
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/// These will deviate for 128k and up (as there are more T-States per frame)
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/// </summary>
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public int SampleRate = 44100; //35000;
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public int SamplesPerFrame = 882; //699;
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public int TStatesPerSample = 79; //100;
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public BlipBuffer BlipL { get; set; }
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public BlipBuffer BlipR { get; set; }
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private SpectrumBase _machine;
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private long _frameStart;
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private bool _tapeMode;
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private int _tStatesPerFrame;
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public SpeexResampler resampler { get; set; }
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/// <summary>
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/// Pulses collected during the last frame
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/// </summary>
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public List<Pulse> Pulses { get; private set; }
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/// <summary>
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/// The last pulse
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/// </summary>
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public bool LastPulse { get; private set; }
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/// <summary>
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/// The last T-State (cpu cycle) that the last pulse was received
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/// </summary>
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public int LastPulseTState { get; set; }
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#region Construction & Initialisation
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public Buzzer(SpectrumBase machine)
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{
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_machine = machine;
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}
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/// <summary>
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/// Initialises the buzzer
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/// </summary>
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public void Init()
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{
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_tStatesPerFrame = _machine.UlaFrameCycleCount;
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Pulses = new List<Pulse>(1000);
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}
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#endregion
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/// <summary>
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/// When the pulse value from the EAR output changes it is processed here
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/// </summary>
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/// <param name="fromTape"></param>
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/// <param name="earPulse"></param>
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public void ProcessPulseValue(bool fromTape, bool earPulse)
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{
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if (!fromTape && _tapeMode)
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{
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// tape mode is active but the pulse value came from an OUT instruction
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// do not process the value
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//return;
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}
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if (earPulse == LastPulse)
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{
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// no change detected
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return;
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}
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// set the lastpulse
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LastPulse = earPulse;
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// get where we are in the frame
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var currentULACycle = _machine.CurrentFrameCycle;
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var currentBuzzerCycle = currentULACycle <= _tStatesPerFrame ? currentULACycle : _tStatesPerFrame;
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var length = currentBuzzerCycle - LastPulseTState;
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if (length == 0)
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{
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// the first T-State has changed the pulse
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// do not add it
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}
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else if (length > 0)
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{
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// add the pulse
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Pulse p = new Pulse
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{
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State = !earPulse,
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Length = length
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};
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Pulses.Add(p);
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}
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// set the last pulse tstate
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LastPulseTState = currentBuzzerCycle;
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}
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/// <summary>
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/// New frame starts
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/// </summary>
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public void StartFrame()
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{
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//DiscardSamples();
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Pulses.Clear();
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LastPulseTState = 0;
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}
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/// <summary>
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/// Frame is completed
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/// </summary>
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public void EndFrame()
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{
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// store the last pulse information
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if (LastPulseTState <= _tStatesPerFrame - 1)
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{
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Pulse p = new Pulse
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{
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State = LastPulse,
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Length = _tStatesPerFrame - LastPulseTState
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};
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Pulses.Add(p);
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}
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// create the sample array
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var firstSampleOffset = _frameStart % TStatesPerSample == 0 ? 0 : TStatesPerSample - (_frameStart + TStatesPerSample) % TStatesPerSample;
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var samplesInFrame = (_tStatesPerFrame - firstSampleOffset - 1) / TStatesPerSample + 1;
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var samples = new short[samplesInFrame];
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// convert pulses to samples
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var sampleIndex = 0;
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var currentEnd = _frameStart;
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foreach (var pulse in Pulses)
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{
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var firstSample = currentEnd % TStatesPerSample == 0
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? currentEnd : currentEnd + TStatesPerSample - currentEnd % TStatesPerSample;
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for (var i = firstSample; i < currentEnd + pulse.Length; i += TStatesPerSample)
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{
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samples[sampleIndex++] = pulse.State ? (short)(short.MaxValue / 2) : (short)0;
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//resampler.EnqueueSample(samples[sampleIndex - 1], samples[sampleIndex - 1]);
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}
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currentEnd += pulse.Length;
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}
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// fill the _sampleBuffer for ISoundProvider
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soundBufferContains = (int)samplesInFrame;
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if (soundBuffer.Length != soundBufferContains)
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soundBuffer = new short[soundBufferContains];
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samples.CopyTo(soundBuffer, 0);
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_frameStart += _tStatesPerFrame;
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}
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/// <summary>
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/// When the spectrum is set to receive tape input, the EAR output on the ULA is disabled
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/// (so no buzzer sound is emitted)
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/// </summary>
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/// <param name="tapeMode"></param>
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public void SetTapeMode(bool tapeMode)
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{
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_tapeMode = tapeMode;
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}
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#region ISoundProvider
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private short[] soundBuffer = new short[882];
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private int soundBufferContains = 0;
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public bool CanProvideAsync => false;
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public SyncSoundMode SyncMode => SyncSoundMode.Sync;
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public void SetSyncMode(SyncSoundMode mode)
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{
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if (mode != SyncSoundMode.Sync)
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throw new InvalidOperationException("Only Sync mode is supported.");
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}
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public void GetSamplesAsync(short[] samples)
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{
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throw new NotSupportedException("Async is not available");
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short[] stereoBuffer = new short[soundBuffer.Length * 2];
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int index = 0;
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for (int i = 0; i < soundBufferContains; i++)
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{
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stereoBuffer[index++] = soundBuffer[i];
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stereoBuffer[index++] = soundBuffer[i];
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}
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samples = stereoBuffer;
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}
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public void DiscardSamples()
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{
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soundBufferContains = 0;
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soundBuffer = new short[SamplesPerFrame];
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}
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public void GetSamplesSync(out short[] samples, out int nsamp)
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{
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// convert to stereo
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short[] stereoBuffer = new short[soundBufferContains * 2];
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int index = 0;
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for (int i = 0; i < soundBufferContains; i++)
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{
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stereoBuffer[index++] = soundBuffer[i];
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stereoBuffer[index++] = soundBuffer[i];
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}
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samples = stereoBuffer;
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nsamp = soundBufferContains;
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}
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#endregion
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}
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}
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