366 lines
6.8 KiB
C
366 lines
6.8 KiB
C
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _UCODE_AX_STRUCTS_H
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#define _UCODE_AX_STRUCTS_H
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struct PBMixer
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{
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u16 left;
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u16 left_delta;
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u16 right;
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u16 right_delta;
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u16 unknown3[8];
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u16 unknown4[6];
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};
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struct PBMixerWii
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{
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// volume mixing values in .15, 0x8000 = ca. 1.0
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u16 left;
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u16 left_delta;
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u16 right;
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u16 right_delta;
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u16 auxA_left;
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u16 auxA_left_delta;
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u16 auxA_right;
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u16 auxA_right_delta;
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u16 auxB_left;
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u16 auxB_left_delta;
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u16 auxB_right;
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u16 auxB_right_delta;
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// Note: the following elements usage changes a little in DPL2 mode
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// TODO: implement and comment it in the mixer
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u16 auxC_left;
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u16 auxC_left_delta;
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u16 auxC_right;
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u16 auxC_right_delta;
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u16 surround;
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u16 surround_delta;
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u16 auxA_surround;
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u16 auxA_surround_delta;
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u16 auxB_surround;
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u16 auxB_surround_delta;
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u16 auxC_surround;
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u16 auxC_surround_delta;
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};
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struct PBMixerWM
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{
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u16 main0;
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u16 main0_delta;
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u16 aux0;
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u16 aux0_delta;
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u16 main1;
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u16 main1_delta;
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u16 aux1;
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u16 aux1_delta;
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u16 main2;
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u16 main2_delta;
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u16 aux2;
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u16 aux2_delta;
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u16 main3;
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u16 main3_delta;
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u16 aux3;
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u16 aux3_delta;
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};
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struct PBInitialTimeDelay
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{
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u16 on;
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u16 addrMemHigh;
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u16 addrMemLow;
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u16 offsetLeft;
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u16 offsetRight;
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u16 targetLeft;
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u16 targetRight;
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};
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// Update data - read these each 1ms subframe and use them!
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// It seems that to provide higher time precisions for MIDI events, some games
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// use this thing to update the parameter blocks per 1ms sub-block (a block is 5ms).
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// Using this data should fix games that are missing MIDI notes.
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struct PBUpdates
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{
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u16 num_updates[5];
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u16 data_hi; // These point to main RAM. Not sure about the structure of the data.
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u16 data_lo;
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};
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// The DSP stores the final sample values for each voice after every frame of processing.
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// The values are then accumulated for all dropped voices, added to the next frame of audio,
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// and ramped down on a per-sample basis to provide a gentle "roll off."
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struct PBDpop
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{
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s16 unknown[9];
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};
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struct PBDpopWii
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{
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s16 left;
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s16 auxA_left;
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s16 auxB_left;
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s16 auxC_left;
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s16 right;
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s16 auxA_right;
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s16 auxB_right;
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s16 auxC_right;
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s16 surround;
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s16 auxA_surround;
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s16 auxB_surround;
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s16 auxC_surround;
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};
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struct PBDpopWM
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{
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s16 aMain0;
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s16 aMain1;
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s16 aMain2;
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s16 aMain3;
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s16 aAux0;
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s16 aAux1;
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s16 aAux2;
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s16 aAux3;
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};
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struct PBVolumeEnvelope
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{
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u16 cur_volume; // volume at start of frame
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s16 cur_volume_delta; // signed per sample delta (96 samples per frame)
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};
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struct PBUnknown2
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{
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u16 unknown_reserved[3];
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};
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struct PBAudioAddr
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{
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u16 looping;
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u16 sample_format;
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u16 loop_addr_hi; // Start of loop (this will point to a shared "zero" buffer if one-shot mode is active)
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u16 loop_addr_lo;
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u16 end_addr_hi; // End of sample (and loop), inclusive
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u16 end_addr_lo;
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u16 cur_addr_hi;
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u16 cur_addr_lo;
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};
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struct PBADPCMInfo
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{
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s16 coefs[16];
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u16 gain;
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u16 pred_scale;
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s16 yn1;
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s16 yn2;
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};
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struct PBSampleRateConverter
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{
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// ratio = (f32)ratio * 0x10000;
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// valid range is 1/512 to 4.0000
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u16 ratio_hi; // integer part of sampling ratio
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u16 ratio_lo; // fraction part of sampling ratio
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u16 cur_addr_frac;
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u16 last_samples[4];
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};
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struct PBSampleRateConverterWM
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{
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u16 currentAddressFrac;
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u16 last_samples[4];
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};
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struct PBADPCMLoopInfo
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{
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u16 pred_scale;
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u16 yn1;
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u16 yn2;
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};
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struct AXPB
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{
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u16 next_pb_hi;
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u16 next_pb_lo;
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u16 this_pb_hi;
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u16 this_pb_lo;
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u16 src_type; // Type of sample rate converter (none, ?, linear)
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u16 coef_select;
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u16 mixer_control;
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u16 running; // 1=RUN 0=STOP
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u16 is_stream; // 1 = stream, 0 = one shot
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PBMixer mixer;
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PBInitialTimeDelay initial_time_delay;
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PBUpdates updates;
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PBDpop dpop;
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PBVolumeEnvelope vol_env;
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PBUnknown2 unknown3;
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PBAudioAddr audio_addr;
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PBADPCMInfo adpcm;
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PBSampleRateConverter src;
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PBADPCMLoopInfo adpcm_loop_info;
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u16 unknown_maybe_padding[3];
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};
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struct PBLowPassFilter
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{
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u16 enabled;
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u16 yn1;
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u16 a0;
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u16 b0;
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};
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struct PBBiquadFilter
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{
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u16 on; // on = 2, off = 0
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u16 xn1; // History data
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u16 xn2;
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u16 yn1;
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u16 yn2;
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u16 b0; // Filter coefficients
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u16 b1;
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u16 b2;
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u16 a1;
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u16 a2;
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};
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union PBInfImpulseResponseWM
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{
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PBLowPassFilter lpf;
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PBBiquadFilter biquad;
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};
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struct AXPBWii
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{
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u16 next_pb_hi;
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u16 next_pb_lo;
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u16 this_pb_hi;
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u16 this_pb_lo;
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u16 src_type; // Type of sample rate converter (none, 4-tap, linear)
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u16 coef_select; // coef for the 4-tap src
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u32 mixer_control;
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u16 running; // 1=RUN 0=STOP
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u16 is_stream; // 1 = stream, 0 = one shot
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PBMixerWii mixer;
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PBInitialTimeDelay initial_time_delay;
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PBDpopWii dpop;
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PBVolumeEnvelope vol_env;
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PBAudioAddr audio_addr;
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PBADPCMInfo adpcm;
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PBSampleRateConverter src;
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PBADPCMLoopInfo adpcm_loop_info;
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PBLowPassFilter lpf;
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PBBiquadFilter biquad;
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// WIIMOTE :D
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u16 remote;
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u16 remote_mixer_control;
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PBMixerWM remote_mixer;
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PBDpopWM remote_dpop;
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PBSampleRateConverterWM remote_src;
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PBInfImpulseResponseWM remote_iir;
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u16 pad[12]; // align us, captain! (32B)
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};
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// Seems like nintendo used an early version of AXWii and forgot to remove the update functionality ;p
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struct PBUpdatesWiiSports
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{
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u16 num_updates[3];
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u16 data_hi;
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u16 data_lo;
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};
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struct AXPBWiiSports
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{
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u16 next_pb_hi;
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u16 next_pb_lo;
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u16 this_pb_hi;
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u16 this_pb_lo;
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u16 src_type; // Type of sample rate converter (none, 4-tap, linear)
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u16 coef_select; // coef for the 4-tap src
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u32 mixer_control;
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u16 running; // 1=RUN 0=STOP
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u16 is_stream; // 1 = stream, 0 = one shot
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PBMixerWii mixer;
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PBInitialTimeDelay initial_time_delay;
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PBUpdatesWiiSports updates;
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PBDpopWii dpop;
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PBVolumeEnvelope vol_env;
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PBAudioAddr audio_addr;
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PBADPCMInfo adpcm;
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PBSampleRateConverter src;
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PBADPCMLoopInfo adpcm_loop_info;
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PBLowPassFilter lpf;
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PBBiquadFilter biquad;
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// WIIMOTE :D
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u16 remote;
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u16 remote_mixer_control;
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PBMixerWM remote_mixer;
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PBDpopWM remote_dpop;
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PBSampleRateConverterWM remote_src;
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PBInfImpulseResponseWM remote_iir;
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u16 pad[7]; // align us, captain! (32B)
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};
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// TODO: All these enums have changed a lot for wii
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enum {
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AUDIOFORMAT_ADPCM = 0,
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AUDIOFORMAT_PCM8 = 0x19,
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AUDIOFORMAT_PCM16 = 0xA,
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};
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enum {
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SRCTYPE_LINEAR = 1,
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SRCTYPE_NEAREST = 2,
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MIXCONTROL_RAMPING = 8,
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};
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// Both may be used at once
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enum {
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FILTER_LOWPASS = 1,
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FILTER_BIQUAD = 2,
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};
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#endif // _UCODE_AX_STRUCTS_H
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