BizHawk/libmeteor/include/ameteor/sound.hpp

118 lines
2.4 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/>.
#ifndef __SOUND_H__
#define __SOUND_H__
#include "audio/speaker.hpp"
#include "clock.hpp"
#include <stdint.h>
#include <istream>
#include <ostream>
namespace AMeteor
{
class Sound
{
public :
Sound ();
void Reset ();
inline Audio::Speaker& GetSpeaker();
void UpdateCntH1 (uint8_t val);
inline void ResetSound1 ();
inline void ResetSound2 ();
inline void ResetSound4 ();
inline void ResetSound1Envelope ();
inline void ResetSound2Envelope ();
inline void ResetSound4Envelope ();
void TimerOverflow (uint8_t timernum);
inline void SendDigitalA (uint8_t* buffer);
inline void SendDigitalB (uint8_t* buffer);
bool SaveState (std::ostream& stream);
bool LoadState (std::istream& stream);
private :
Audio::Speaker m_speaker;
uint8_t m_fATimer, m_fBTimer;
inline void TimerOverflowA ();
inline void TimerOverflowB ();
void TimeEvent ()
{
m_speaker.SoundTick();
}
friend void Clock::Commit ();
};
inline Audio::Speaker& Sound::GetSpeaker()
{
return m_speaker;
}
inline void Sound::ResetSound1 ()
{
m_speaker.ResetSound1();
}
inline void Sound::ResetSound2 ()
{
m_speaker.ResetSound2();
}
inline void Sound::ResetSound4 ()
{
m_speaker.ResetSound4();
}
inline void Sound::ResetSound1Envelope ()
{
m_speaker.ResetSound1Envelope();
}
inline void Sound::ResetSound2Envelope ()
{
m_speaker.ResetSound2Envelope();
}
inline void Sound::ResetSound4Envelope ()
{
m_speaker.ResetSound4Envelope();
}
inline void Sound::SendDigitalA (uint8_t* buffer)
{
m_speaker.FillFifoA((int8_t*)buffer);
}
inline void Sound::SendDigitalB (uint8_t* buffer)
{
m_speaker.FillFifoB((int8_t*)buffer);
}
}
#endif