3DS: CSND first implementation

This commit is contained in:
Jeffrey Pfau 2015-08-30 10:04:04 -07:00
parent 2b86196ad7
commit 0ab9190b10
1 changed files with 41 additions and 4 deletions

View File

@ -17,6 +17,8 @@
#include <3ds.h>
#include <sf2d.h>
#define AUDIO_SAMPLES 0x800
FS_archive sdmcArchive;
struct GBA3DSRotationSource {
@ -88,6 +90,8 @@ static int32_t _readGyroZ(struct GBARotationSource* source) {
}
int main() {
bool hasSound = !csndInit();
struct GBAContext context;
struct GBA3DSRotationSource rotation;
rotation.d.sample = _sampleRotation;
@ -99,6 +103,14 @@ int main() {
return 1;
}
int16_t* audioLeft = 0;
int16_t* audioRight = 0;
size_t audioPos = 0;
if (hasSound) {
audioLeft = linearAlloc(AUDIO_SAMPLES * 2 * sizeof(int16_t));
audioRight = linearAlloc(AUDIO_SAMPLES * 2 * sizeof(int16_t));
}
sf2d_init();
sf2d_set_clear_color(0);
sf2d_texture* tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM);
@ -165,9 +177,11 @@ int main() {
}
#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000);
blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000);
blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 0x8000);
blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 0x8000);
#endif
memset(audioLeft, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t));
memset(audioRight, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t));
while (aptMainLoop()) {
hidScanInput();
@ -179,8 +193,21 @@ int main() {
GX_SetDisplayTransfer(0, renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
GSPGPU_FlushDataCache(0, tex->data, 256 * VIDEO_VERTICAL_PIXELS * 2);
#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
blip_clear(context.gba->audio.left);
blip_clear(context.gba->audio.right);
if (hasSound) {
memset(&audioLeft[audioPos], 0, AUDIO_SAMPLES);
memset(&audioRight[audioPos], 0, AUDIO_SAMPLES);
size_t samples = blip_read_samples(context.gba->audio.left, &audioLeft[audioPos], AUDIO_SAMPLES, false);
blip_read_samples(context.gba->audio.right, &audioRight[audioPos], AUDIO_SAMPLES, false);
size_t audioPosNew = (audioPos + AUDIO_SAMPLES) % (AUDIO_SAMPLES * 2);
GSPGPU_FlushDataCache(0, (void*) audioLeft, AUDIO_SAMPLES * 2 * sizeof(int16_t));
GSPGPU_FlushDataCache(0, (void*) audioRight, AUDIO_SAMPLES * 2 * sizeof(int16_t));
csndPlaySound(0x8, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, -1.0, &audioLeft[audioPos], &audioLeft[audioPosNew], samples * 2);
csndPlaySound(0x9, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, 1.0, &audioRight[audioPos], &audioLeft[audioPosNew], samples * 2);
audioPos = audioPosNew;
} else {
blip_clear(context.gba->audio.left);
blip_clear(context.gba->audio.right);
}
#endif
gspWaitForPPF();
_drawStart();
@ -189,6 +216,10 @@ int main() {
}
GBAContextStop(&context);
CSND_SetPlayState(8, 0);
CSND_SetPlayState(9, 0);
csndExecCmds(0);
if (context.gba->memory.hw.devices & HW_TILT) {
HIDUSER_DisableAccelerometer();
}
@ -207,6 +238,12 @@ cleanup:
sf2d_free_texture(tex);
sf2d_fini();
if (hasSound) {
linearFree(audioLeft);
linearFree(audioRight);
}
csndExit();
return 0;
}