BizHawk/libmeteor/source/audio/sound4.cpp

186 lines
4.3 KiB
C++

// Meteor - A Nintendo Gameboy Advance emulator
// Copyright (C) 2009-2011 Philippe Daouadi
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "ameteor/audio/sound4.hpp"
#include "../globals.hpp"
namespace AMeteor
{
namespace Audio
{
static bool Noise7Stages[127];
static bool Noise15Stages[32767];
void InitNoise ()
{
unsigned short i = 0x7f;
bool* pNoise = Noise7Stages;
do
{
*pNoise++ = i & 1;
i = (i >> 1) | (((i & 1) << 6) ^ ((i & 2) << 5));
} while (i != 0x7f);
i = 0x7fff;
pNoise = Noise15Stages;
do
{
*pNoise++ = i & 1;
i = (i >> 1) | (((i & 1) << 14) ^ ((i & 2) << 13));
} while (i != 0x7fff);
}
Sound4::Sound4 (uint16_t& cntl, uint16_t& cnth, uint16_t freq) :
m_cntl(cntl),
m_cnth(cnth),
m_on(false),
m_posP(0),
m_posN(0),
m_posE(0),
m_sample(0),
m_speriod(16*1024*1024/freq),
m_envelope(0),
m_length(0),
m_timed(false),
m_div(4*8/2)
{
}
void Sound4::Reset ()
{
m_on = false;
m_timed = false;
m_length = 0;
m_envelope = 0;
m_posP = m_posE = m_posN = 0;
m_sample = 0;
m_div = 4*8/2;
}
void Sound4::ResetSound ()
{
m_on = true;
m_timed = (m_cnth & (0x1 << 14));
m_length = (64 - (m_cntl & 0x3F)) * ((16*1024*1024)/256);
m_envelope = m_cntl >> 12;
m_div = ((m_cnth & 0x7) ? 4*8*(m_cnth & 0x7) : 4*8/2);
m_posE = m_posP = 0;
}
void Sound4::SoundTick ()
{
// rest is the number of processor clock ticks that were not yet taken by
// the noise clock divider (if the total divider is 8 and we have 10
// ticks of the processor clock, only 8 were taken by the noise clock),
// the rest will be taken by the next call of SoundTick()
uint16_t rest = m_posP + m_speriod;
// advance is the number of noise ticks that have passed
uint16_t advance = m_posP + m_speriod;
// time of one sound tick in cycles
uint32_t tick = m_div;
// if shift is 111X in binary
if (((m_cnth >> 5) & 0x7) == 0x7)
// not used
// assume 13
tick *= 1 << 14;
else
tick *= (2 << ((m_cnth >> 4) & 0xF));
rest %= tick;
advance /= tick;
m_posP = rest;
m_posN += advance;
// we have this modulo on posN so that when you switch from 15 stages to
// 7 stages and then you switch back, you won't restart the 15 stages
// pattern from the beginning
// don't know if GBA handle this like that
m_posN %= 32768;
m_posE += m_speriod;
if (m_length > m_speriod)
m_length -= m_speriod;
else
{
if (m_timed)
m_on = false;
m_length = 0;
}
uint32_t steptime = ((m_cntl >> 8) & 0x7) * ((16*1024*1024)/64);
if (steptime && m_posE > steptime)
{
if (m_cnth & (0x1 << 11))
{
if (m_envelope < 15)
++m_envelope;
}
else
{
if (m_envelope > 0)
--m_envelope;
}
m_posE -= steptime;
}
if (m_on && m_envelope)
{
if (m_cnth & (0x1 << 3))
m_sample = Noise7Stages[m_posN % 128];
else
m_sample = Noise15Stages[m_posN];
m_sample = m_sample ? 127 : -127;
m_sample = (((int16_t)m_sample) * m_envelope)/15;
}
else
m_sample = 0;
}
bool Sound4::SaveState (std::ostream& stream)
{
SS_WRITE_VAR(m_on);
SS_WRITE_VAR(m_posP);
SS_WRITE_VAR(m_posE);
SS_WRITE_VAR(m_posN);
SS_WRITE_VAR(m_sample);
SS_WRITE_VAR(m_envelope);
SS_WRITE_VAR(m_length);
SS_WRITE_VAR(m_timed);
SS_WRITE_VAR(m_div);
return true;
}
bool Sound4::LoadState (std::istream& stream)
{
SS_READ_VAR(m_on);
SS_READ_VAR(m_posP);
SS_READ_VAR(m_posE);
SS_READ_VAR(m_posN);
SS_READ_VAR(m_sample);
SS_READ_VAR(m_envelope);
SS_READ_VAR(m_length);
SS_READ_VAR(m_timed);
SS_READ_VAR(m_div);
return true;
}
}
}