bsnes/Core/apu.h

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#ifndef apu_h
#define apu_h
#include <stdbool.h>
#include <stdint.h>
#include "gb_struct_def.h"
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/* Divides nicely and never overflows with 4 channels */
#define MAX_CH_AMP 0x1E00
#define CH_STEP (0x1E00/0xF)
typedef struct
{
int16_t left;
int16_t right;
} GB_sample_t;
typedef struct
{
double left;
double right;
} GB_double_sample_t;
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/* Not all used on all channels */
/* All lengths are in APU ticks */
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typedef struct
{
uint32_t phase;
uint32_t wave_length;
int32_t sound_length;
bool stop_on_length;
uint8_t duty;
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int16_t amplitude;
int16_t start_amplitude;
uint8_t envelope_steps;
uint8_t cur_envelope_steps;
int8_t envelope_direction;
uint8_t sweep_steps;
uint8_t cur_sweep_steps;
int8_t sweep_direction;
uint8_t sweep_shift;
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bool is_playing;
uint16_t NRX3_X4_temp;
bool left_on;
bool right_on;
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} GB_apu_channel_t;
typedef struct
{
uint16_t apu_cycles;
bool global_enable;
uint32_t envelope_step_timer;
uint32_t sweep_step_timer;
int8_t wave_form[32];
uint8_t wave_shift;
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bool wave_enable;
uint16_t lfsr;
bool lfsr_7_bit;
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uint8_t left_volume;
uint8_t right_volume;
GB_apu_channel_t wave_channels[4];
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} GB_apu_t;
void GB_set_sample_rate(GB_gameboy_t *gb, unsigned int sample_rate);
/* Quality is the number of subsamples per sampling, for the sake of resampling.
1 means on resampling at all, 0 is maximum quality. Default is 4. */
void GB_set_audio_quality(GB_gameboy_t *gb, unsigned quality);
void GB_apu_copy_buffer(GB_gameboy_t *gb, GB_sample_t *dest, unsigned int count);
unsigned GB_apu_get_current_buffer_length(GB_gameboy_t *gb);
#ifdef GB_INTERNAL
void GB_apu_write(GB_gameboy_t *gb, uint8_t reg, uint8_t value);
uint8_t GB_apu_read(GB_gameboy_t *gb, uint8_t reg);
void GB_apu_get_samples_and_update_pcm_regs(GB_gameboy_t *gb, GB_sample_t *samples);
void GB_apu_init(GB_gameboy_t *gb);
void GB_apu_run(GB_gameboy_t *gb);
#endif
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#endif /* apu_h */