pcsx2/plugins/spu2-x/src/Spu2.cpp

1166 lines
29 KiB
C++
Raw Normal View History

/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
* Developed and maintained by the Pcsx2 Development Team.
*
* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
*
* This library is free software; you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation; either version 2.1 of the the License, or (at your
* option) any later version.
*
* This library is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
* for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this library; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "Spu2.h"
#include "regtable.h"
void StartVoices(int core, u32 value);
void StopVoices(int core, u32 value);
void InitADSR();
DWORD CALLBACK TimeThread(PVOID /* unused param */);
// [Air]: fixed the hacky part of UpdateTimer with this:
bool resetClock = true;
// Used to make spu2 more robust at loading incompatible saves.
// Disables re-freezing of save state data.
bool disableFreezes = false;
void (* _irqcallback)();
void (* dma4callback)();
void (* dma7callback)();
short *spu2regs;
short *_spu2mem;
s32 uTicks;
u8 callirq;
HANDLE hThreadFunc;
u32 ThreadFuncID;
V_CoreDebug DebugCores[2];
V_Core Cores[2];
V_SPDIF Spdif;
s16 OutPos;
s16 InputPos;
u32 Cycles;
u32* cPtr=NULL;
u32 lClocks=0;
bool hasPtr=false;
int PlayMode;
s16 attrhack[2]={0,0};
HINSTANCE hInstance;
CRITICAL_SECTION threadSync;
bool has_to_call_irq=false;
void SetIrqCall()
{
has_to_call_irq=true;
}
void SysMessage(const char *fmt, ...)
{
va_list list;
char tmp[512];
wchar_t wtmp[512];
va_start(list,fmt);
sprintf_s(tmp,fmt,list);
va_end(list);
swprintf_s(wtmp, _T("%S"), tmp);
MessageBox(0, wtmp, _T("SPU2-X System Message"), 0);
}
__forceinline s16 * __fastcall GetMemPtr(u32 addr)
{
#ifndef _DEBUG_FAST
// In case you're wondering, this assert is the reason SPU2-X
// runs so incrediously slow in Debug mode. :P
jASSUME( addr < 0x100000 );
#endif
return (_spu2mem+addr);
}
__forceinline s16 __fastcall spu2M_Read( u32 addr )
{
return *GetMemPtr( addr & 0xfffff );
}
// writes a signed value to the SPU2 ram
// Invalidates the ADPCM cache in the process.
// Optimization note: don't use __forceinline because the footprint of this
// function is a little too heavy now. Better to let the compiler decide.
__inline void __fastcall spu2M_Write( u32 addr, s16 value )
{
// Make sure the cache is invalidated:
// (note to self : addr address WORDs, not bytes)
addr &= 0xfffff;
if( addr >= SPU2_DYN_MEMLINE )
{
const int cacheIdx = addr / pcm_WordsPerBlock;
pcm_cache_data[cacheIdx].Validated = false;
ConLog( " * SPU2 : PcmCache Block Clear at 0x%x (cacheIdx=0x%x)\n", addr, cacheIdx);
}
*GetMemPtr( addr ) = value;
}
// writes an unsigned value to the SPU2 ram
__inline void __fastcall spu2M_Write( u32 addr, u16 value )
{
spu2M_Write( addr, (s16)value );
}
V_VolumeLR V_VolumeLR::Max( 0x7FFFFFFF );
V_VolumeSlideLR V_VolumeSlideLR::Max( 0x3FFF, 0x7FFFFFFF );
V_Core::V_Core()
{
}
void V_Core::Reset()
{
memset( this, 0, sizeof(V_Core) );
const int c = (this == Cores) ? 0 : 1;
Regs.STATX=0;
Regs.ATTR=0;
ExtVol = V_VolumeLR::Max;
InpVol = V_VolumeLR::Max;
FxVol = V_VolumeLR::Max;
MasterVol = V_VolumeSlideLR::Max;
ExtWetR = -1;
ExtWetL = -1;
ExtDryR = -1;
ExtDryL = -1;
InpWetR = -1;
InpWetL = -1;
InpDryR = -1;
InpDryL = -1;
SndWetR = -1;
SndWetL = -1;
SndDryR = -1;
SndDryL = -1;
Regs.MMIX = 0xFFCF;
Regs.VMIXL = 0xFFFFFF;
Regs.VMIXR = 0xFFFFFF;
Regs.VMIXEL = 0xFFFFFF;
Regs.VMIXER = 0xFFFFFF;
EffectsStartA= 0xEFFF8 + 0x10000*c;
EffectsEndA = 0xEFFFF + 0x10000*c;
FxEnable=0;
IRQA=0xFFFF0;
IRQEnable=1;
for( uint v=0; v<24; ++v )
{
Voices[v].Volume = V_VolumeSlideLR::Max;
Voices[v].ADSR.Value = 0;
Voices[v].ADSR.Phase = 0;
Voices[v].Pitch = 0x3FFF;
Voices[v].DryL = -1;
Voices[v].DryR = -1;
Voices[v].WetL = -1;
Voices[v].WetR = -1;
Voices[v].NextA = 2800;
Voices[v].StartA = 2800;
Voices[v].LoopStartA = 2800;
}
DMAICounter = 0;
AdmaInProgress = 0;
Regs.STATX = 0x80;
}
s32 V_Core::EffectsBufferIndexer( s32 offset ) const
{
u32 pos = EffectsStartA + offset;
// Need to use modulus here, because games can and will drop the buffer size
// without notice, and it leads to offsets several times past the end of the buffer.
if( pos > EffectsEndA )
{
pos = EffectsStartA + (offset % EffectsBufferSize);
}
else if( pos < EffectsStartA )
{
pos = EffectsEndA+1 - (offset % EffectsBufferSize );
}
return pos;
}
void V_Core::UpdateFeedbackBuffersA()
{
RevBuffers.FB_SRC_A0 = EffectsBufferIndexer( Revb.MIX_DEST_A0 - Revb.FB_SRC_A );
RevBuffers.FB_SRC_A1 = EffectsBufferIndexer( Revb.MIX_DEST_A1 - Revb.FB_SRC_A );
}
void V_Core::UpdateFeedbackBuffersB()
{
RevBuffers.FB_SRC_B0 = EffectsBufferIndexer( Revb.MIX_DEST_B0 - Revb.FB_SRC_B );
RevBuffers.FB_SRC_B1 = EffectsBufferIndexer( Revb.MIX_DEST_B1 - Revb.FB_SRC_B );
}
void V_Core::UpdateEffectsBufferSize()
{
const s32 newbufsize = EffectsEndA - EffectsStartA + 1;
if( !RevBuffers.NeedsUpdated && newbufsize == EffectsBufferSize ) return;
RevBuffers.NeedsUpdated = false;
EffectsBufferSize = newbufsize;
if( EffectsBufferSize == 0 ) return;
// Rebuild buffer indexers.
RevBuffers.ACC_SRC_A0 = EffectsBufferIndexer( Revb.ACC_SRC_A0 );
RevBuffers.ACC_SRC_A1 = EffectsBufferIndexer( Revb.ACC_SRC_A1 );
RevBuffers.ACC_SRC_B0 = EffectsBufferIndexer( Revb.ACC_SRC_B0 );
RevBuffers.ACC_SRC_B1 = EffectsBufferIndexer( Revb.ACC_SRC_B1 );
RevBuffers.ACC_SRC_C0 = EffectsBufferIndexer( Revb.ACC_SRC_C0 );
RevBuffers.ACC_SRC_C1 = EffectsBufferIndexer( Revb.ACC_SRC_C1 );
RevBuffers.ACC_SRC_D0 = EffectsBufferIndexer( Revb.ACC_SRC_D0 );
RevBuffers.ACC_SRC_D1 = EffectsBufferIndexer( Revb.ACC_SRC_D1 );
UpdateFeedbackBuffersA();
UpdateFeedbackBuffersB();
RevBuffers.IIR_DEST_A0 = EffectsBufferIndexer( Revb.IIR_DEST_A0 );
RevBuffers.IIR_DEST_A1 = EffectsBufferIndexer( Revb.IIR_DEST_A1 );
RevBuffers.IIR_DEST_B0 = EffectsBufferIndexer( Revb.IIR_DEST_B0 );
RevBuffers.IIR_DEST_B1 = EffectsBufferIndexer( Revb.IIR_DEST_B1 );
RevBuffers.IIR_SRC_A0 = EffectsBufferIndexer( Revb.IIR_SRC_A0 );
RevBuffers.IIR_SRC_A1 = EffectsBufferIndexer( Revb.IIR_SRC_A1 );
RevBuffers.IIR_SRC_B0 = EffectsBufferIndexer( Revb.IIR_SRC_B0 );
RevBuffers.IIR_SRC_B1 = EffectsBufferIndexer( Revb.IIR_SRC_B1 );
RevBuffers.MIX_DEST_A0 = EffectsBufferIndexer( Revb.MIX_DEST_A0 );
RevBuffers.MIX_DEST_A1 = EffectsBufferIndexer( Revb.MIX_DEST_A1 );
RevBuffers.MIX_DEST_B0 = EffectsBufferIndexer( Revb.MIX_DEST_B0 );
RevBuffers.MIX_DEST_B1 = EffectsBufferIndexer( Revb.MIX_DEST_B1 );
}
void V_Voice::Start()
{
if((Cycles-PlayCycle)>=4)
{
if(StartA&7)
{
fprintf( stderr, " *** Misaligned StartA %05x!\n",StartA);
StartA=(StartA+0xFFFF8)+0x8;
}
ADSR.Releasing = false;
ADSR.Value = 1;
ADSR.Phase = 1;
PlayCycle = Cycles;
SCurrent = 28;
LoopMode = 0;
LoopFlags = 0;
// Setting the loopstart to NextA breaks Squaresoft games (KH2 intro gets crackly)
//LoopStartA = StartA;
NextA = StartA;
Prev1 = 0;
Prev2 = 0;
PV1 = PV2 = 0;
PV3 = PV4 = 0;
}
else
{
printf(" *** KeyOn after less than 4 T disregarded.\n");
}
}
void V_Voice::Stop()
{
ADSR.Value = 0;
ADSR.Phase = 0;
}
static const int TickInterval = 768;
static const int SanityInterval = 4800;
u32 TicksCore = 0;
u32 TicksThread = 0;
void __fastcall TimeUpdate(u32 cClocks)
{
u32 dClocks = cClocks-lClocks;
// [Air]: Sanity Check
// If for some reason our clock value seems way off base, just mix
// out a little bit, skip the rest, and hope the ship "rights" itself later on.
if( dClocks > TickInterval*SanityInterval )
{
ConLog( " * SPU2 > TimeUpdate Sanity Check (Tick Delta: %d) (PS2 Ticks: %d)\n", dClocks/TickInterval, cClocks/TickInterval );
dClocks = TickInterval*SanityInterval;
lClocks = cClocks-dClocks;
}
//UpdateDebugDialog();
//Update Mixing Progress
while(dClocks>=TickInterval)
{
if(has_to_call_irq)
{
ConLog(" * SPU2: Irq Called (%04x).\n",Spdif.Info);
has_to_call_irq=false;
if(_irqcallback) _irqcallback();
}
if(Cores[0].InitDelay>0)
{
Cores[0].InitDelay--;
if(Cores[0].InitDelay==0)
{
Cores[0].Reset();
}
}
if(Cores[1].InitDelay>0)
{
Cores[1].InitDelay--;
if(Cores[1].InitDelay==0)
{
Cores[1].Reset();
}
}
//Update DMA4 interrupt delay counter
if(Cores[0].DMAICounter>0)
{
Cores[0].DMAICounter-=TickInterval;
if(Cores[0].DMAICounter<=0)
{
Cores[0].MADR=Cores[0].TADR;
Cores[0].DMAICounter=0;
if(dma4callback) dma4callback();
}
else {
Cores[0].MADR+=TickInterval<<1;
}
}
//Update DMA7 interrupt delay counter
if(Cores[1].DMAICounter>0)
{
Cores[1].DMAICounter-=TickInterval;
if(Cores[1].DMAICounter<=0)
{
Cores[1].MADR=Cores[1].TADR;
Cores[1].DMAICounter=0;
//ConLog( "* SPU2 > DMA 7 Callback! %d\n", Cycles );
if(dma7callback) dma7callback();
}
else {
Cores[1].MADR+=TickInterval<<1;
}
}
dClocks-=TickInterval;
lClocks+=TickInterval;
Cycles++;
Mix();
}
}
static u16 mask = 0xFFFF;
void UpdateSpdifMode()
{
int OPM=PlayMode;
u16 last = 0;
if(mask&Spdif.Out)
{
last = mask & Spdif.Out;
mask=mask&(~Spdif.Out);
}
if(Spdif.Out&0x4) // use 24/32bit PCM data streaming
{
PlayMode=8;
ConLog(" * SPU2: WARNING: Possibly CDDA mode set!\n");
return;
}
if(Spdif.Out&SPDIF_OUT_BYPASS)
{
PlayMode=2;
if(Spdif.Mode&SPDIF_MODE_BYPASS_BITSTREAM)
PlayMode=4; //bitstream bypass
}
else
{
PlayMode=0; //normal processing
if(Spdif.Out&SPDIF_OUT_PCM)
{
PlayMode=1;
}
}
if(OPM!=PlayMode)
{
ConLog(" * SPU2: Play Mode Set to %s (%d).\n",
(PlayMode==0) ? "Normal" : ((PlayMode==1) ? "PCM Clone" : ((PlayMode==2) ? "PCM Bypass" : "BitStream Bypass")),PlayMode);
}
}
// Converts an SPU2 register volume write into a 32 bit SPU2-X volume. The value is extended
// properly into the lower 16 bits of the value to provide a full spectrum of volumes.
static s32 GetVol32( u16 src )
{
return (((s32)src) << 16 ) | ((src<<1) & 0xffff);
}
void V_VolumeSlide::RegSet( u16 src )
{
Value = GetVol32( src );
}
void SPU_ps1_write(u32 mem, u16 value)
{
bool show=true;
u32 reg = mem&0xffff;
if((reg>=0x1c00)&&(reg<0x1d80))
{
//voice values
u8 voice = ((reg-0x1c00)>>4);
u8 vval = reg&0xf;
switch(vval)
{
case 0: //VOLL (Volume L)
Cores[0].Voices[voice].Volume.Left.Mode = 0;
Cores[0].Voices[voice].Volume.Left.RegSet( value << 1 );
Cores[0].Voices[voice].Volume.Left.Reg_VOL = value;
break;
case 1: //VOLR (Volume R)
Cores[0].Voices[voice].Volume.Right.Mode = 0;
Cores[0].Voices[voice].Volume.Right.RegSet( value << 1 );
Cores[0].Voices[voice].Volume.Right.Reg_VOL = value;
break;
case 2: Cores[0].Voices[voice].Pitch = value; break;
case 3: Cores[0].Voices[voice].StartA = (u32)value<<8; break;
case 4: // ADSR1 (Envelope)
Cores[0].Voices[voice].ADSR.AttackMode = (value & 0x8000)>>15;
Cores[0].Voices[voice].ADSR.AttackRate = (value & 0x7F00)>>8;
Cores[0].Voices[voice].ADSR.DecayRate = (value & 0xF0)>>4;
Cores[0].Voices[voice].ADSR.SustainLevel = (value & 0xF);
Cores[0].Voices[voice].ADSR.Reg_ADSR1 = value;
break;
case 5: // ADSR2 (Envelope)
Cores[0].Voices[voice].ADSR.SustainMode = (value & 0xE000)>>13;
Cores[0].Voices[voice].ADSR.SustainRate = (value & 0x1FC0)>>6;
Cores[0].Voices[voice].ADSR.ReleaseMode = (value & 0x20)>>5;
Cores[0].Voices[voice].ADSR.ReleaseRate = (value & 0x1F);
Cores[0].Voices[voice].ADSR.Reg_ADSR2 = value;
break;
case 6:
Cores[0].Voices[voice].ADSR.Value = ((s32)value<<16) | value;
ConLog( "* SPU2: Mysterious ADSR Volume Set to 0x%x", value );
break;
case 7: Cores[0].Voices[voice].LoopStartA = (u32)value <<8; break;
jNO_DEFAULT;
}
}
else switch(reg)
{
case 0x1d80:// Mainvolume left
Cores[0].MasterVol.Left.Mode = 0;
Cores[0].MasterVol.Left.RegSet( value );
break;
case 0x1d82:// Mainvolume right
Cores[0].MasterVol.Right.Mode = 0;
Cores[0].MasterVol.Right.RegSet( value );
break;
case 0x1d84:// Reverberation depth left
Cores[0].FxVol.Left = GetVol32( value );
break;
case 0x1d86:// Reverberation depth right
Cores[0].FxVol.Right = GetVol32( value );
break;
case 0x1d88:// Voice ON (0-15)
SPU2_FastWrite(REG_S_KON,value);
break;
case 0x1d8a:// Voice ON (16-23)
SPU2_FastWrite(REG_S_KON+2,value);
break;
case 0x1d8c:// Voice OFF (0-15)
SPU2_FastWrite(REG_S_KOFF,value);
break;
case 0x1d8e:// Voice OFF (16-23)
SPU2_FastWrite(REG_S_KOFF+2,value);
break;
case 0x1d90:// Channel FM (pitch lfo) mode (0-15)
SPU2_FastWrite(REG_S_PMON,value);
break;
case 0x1d92:// Channel FM (pitch lfo) mode (16-23)
SPU2_FastWrite(REG_S_PMON+2,value);
break;
case 0x1d94:// Channel Noise mode (0-15)
SPU2_FastWrite(REG_S_NON,value);
break;
case 0x1d96:// Channel Noise mode (16-23)
SPU2_FastWrite(REG_S_NON+2,value);
break;
case 0x1d98:// Channel Reverb mode (0-15)
SPU2_FastWrite(REG_S_VMIXEL,value);
SPU2_FastWrite(REG_S_VMIXER,value);
break;
case 0x1d9a:// Channel Reverb mode (16-23)
SPU2_FastWrite(REG_S_VMIXEL+2,value);
SPU2_FastWrite(REG_S_VMIXER+2,value);
break;
case 0x1d9c:// Channel Reverb mode (0-15)
SPU2_FastWrite(REG_S_VMIXL,value);
SPU2_FastWrite(REG_S_VMIXR,value);
break;
case 0x1d9e:// Channel Reverb mode (16-23)
SPU2_FastWrite(REG_S_VMIXL+2,value);
SPU2_FastWrite(REG_S_VMIXR+2,value);
break;
case 0x1da2:// Reverb work area start
{
u32 val = (u32)value << 8;
SPU2_FastWrite(REG_A_ESA, val&0xFFFF);
SPU2_FastWrite(REG_A_ESA+2,val>>16);
}
break;
case 0x1da4:
Cores[0].IRQA=(u32)value<<8;
break;
case 0x1da6:
Cores[0].TSA=(u32)value<<8;
break;
case 0x1daa:
SPU2_FastWrite(REG_C_ATTR,value);
break;
case 0x1dae:
SPU2_FastWrite(REG_P_STATX,value);
break;
case 0x1da8:// Spu Write to Memory
DmaWrite(0,value);
show=false;
break;
}
if(show) FileLog("[%10d] (!) SPU write mem %08x value %04x\n",Cycles,mem,value);
spu2Ru16(mem)=value;
}
u16 SPU_ps1_read(u32 mem)
{
bool show=true;
u16 value = spu2Ru16(mem);
u32 reg = mem&0xffff;
if((reg>=0x1c00)&&(reg<0x1d80))
{
//voice values
u8 voice = ((reg-0x1c00)>>4);
u8 vval = reg&0xf;
switch(vval)
{
case 0: //VOLL (Volume L)
//value=Cores[0].Voices[voice].VolumeL.Mode;
//value=Cores[0].Voices[voice].VolumeL.Value;
value = Cores[0].Voices[voice].Volume.Left.Reg_VOL;
break;
case 1: //VOLR (Volume R)
//value=Cores[0].Voices[voice].VolumeR.Mode;
//value=Cores[0].Voices[voice].VolumeR.Value;
value = Cores[0].Voices[voice].Volume.Right.Reg_VOL;
break;
case 2: value = Cores[0].Voices[voice].Pitch; break;
case 3: value = Cores[0].Voices[voice].StartA; break;
case 4: value = Cores[0].Voices[voice].ADSR.Reg_ADSR1; break;
case 5: value = Cores[0].Voices[voice].ADSR.Reg_ADSR2; break;
case 6: value = Cores[0].Voices[voice].ADSR.Value >> 16; break;
case 7: value = Cores[0].Voices[voice].LoopStartA; break;
jNO_DEFAULT;
}
}
else switch(reg)
{
case 0x1d80: value = Cores[0].MasterVol.Left.Value >> 16; break;
case 0x1d82: value = Cores[0].MasterVol.Right.Value >> 16; break;
case 0x1d84: value = Cores[0].FxVol.Left >> 16; break;
case 0x1d86: value = Cores[0].FxVol.Right >> 16; break;
case 0x1d88: value = 0; break;
case 0x1d8a: value = 0; break;
case 0x1d8c: value = 0; break;
case 0x1d8e: value = 0; break;
case 0x1d90: value = Cores[0].Regs.PMON&0xFFFF; break;
case 0x1d92: value = Cores[0].Regs.PMON>>16; break;
case 0x1d94: value = Cores[0].Regs.NON&0xFFFF; break;
case 0x1d96: value = Cores[0].Regs.NON>>16; break;
case 0x1d98: value = Cores[0].Regs.VMIXEL&0xFFFF; break;
case 0x1d9a: value = Cores[0].Regs.VMIXEL>>16; break;
case 0x1d9c: value = Cores[0].Regs.VMIXL&0xFFFF; break;
case 0x1d9e: value = Cores[0].Regs.VMIXL>>16; break;
case 0x1da2:
if( value != Cores[0].EffectsStartA>>3 )
{
value = Cores[0].EffectsStartA>>3;
Cores[0].UpdateEffectsBufferSize();
Cores[0].ReverbX = 0;
}
break;
case 0x1da4: value = Cores[0].IRQA>>3; break;
case 0x1da6: value = Cores[0].TSA>>3; break;
case 0x1daa:
value = SPU2read(REG_C_ATTR);
break;
case 0x1dae:
value = 0; //SPU2read(REG_P_STATX)<<3;
break;
case 0x1da8:
value = DmaRead(0);
show=false;
break;
}
if(show) FileLog("[%10d] (!) SPU read mem %08x value %04x\n",Cycles,mem,value);
return value;
}
// Ah the joys of endian-specific code! :D
static __forceinline void SetHiWord( u32& src, u16 value )
{
((u16*)&src)[1] = value;
}
static __forceinline void SetLoWord( u32& src, u16 value )
{
((u16*)&src)[0] = value;
}
static __forceinline void SetHiWord( s32& src, u16 value )
{
((u16*)&src)[1] = value;
}
static __forceinline void SetLoWord( s32& src, u16 value )
{
((u16*)&src)[0] = value;
}
static __forceinline u16 GetHiWord( u32& src )
{
return ((u16*)&src)[1];
}
static __forceinline u16 GetLoWord( u32& src )
{
return ((u16*)&src)[0];
}
static __forceinline u16 GetHiWord( s32& src )
{
return ((u16*)&src)[1];
}
static __forceinline u16 GetLoWord( s32& src )
{
return ((u16*)&src)[0];
}
__forceinline void SPU2_FastWrite( u32 rmem, u16 value )
{
u32 vx=0, vc=0, core=0, omem, mem;
omem=mem=rmem & 0x7FF; //FFFF;
if (mem & 0x400) { omem^=0x400; core=1; }
if (omem < 0x0180) // Voice Params
{
const u32 voice = (omem & 0x1F0) >> 4;
const u32 param = (omem & 0xF) >> 1;
V_Voice& thisvoice = Cores[core].Voices[voice];
switch (param)
{
case 0: //VOLL (Volume L)
case 1: //VOLR (Volume R)
{
V_VolumeSlide& thisvol = (param==0) ? thisvoice.Volume.Left : thisvoice.Volume.Right;
thisvol.Reg_VOL = value;
if (value & 0x8000) // +Lin/-Lin/+Exp/-Exp
{
thisvol.Mode = (value & 0xF000)>>12;
thisvol.Increment = (value & 0x3F);
}
else
{
// Constant Volume mode (no slides or envelopes)
// Volumes range from 0x3fff to 0x7fff, with 0x4000 serving as
// the "sign" bit, so a simple bitwise extension will do the trick:
thisvol.RegSet( value<<1 );
thisvol.Mode = 0;
thisvol.Increment = 0;
}
}
break;
case 2: thisvoice.Pitch=value; break;
case 3: // ADSR1 (Envelope)
thisvoice.ADSR.AttackMode = (value & 0x8000)>>15;
thisvoice.ADSR.AttackRate = (value & 0x7F00)>>8;
thisvoice.ADSR.DecayRate = (value & 0xF0)>>4;
thisvoice.ADSR.SustainLevel = (value & 0xF);
thisvoice.ADSR.Reg_ADSR1 = value; break;
case 4: // ADSR2 (Envelope)
thisvoice.ADSR.SustainMode = (value & 0xE000)>>13;
thisvoice.ADSR.SustainRate = (value & 0x1FC0)>>6;
thisvoice.ADSR.ReleaseMode = (value & 0x20)>>5;
thisvoice.ADSR.ReleaseRate = (value & 0x1F);
thisvoice.ADSR.Reg_ADSR2 = value; break;
case 5:
// [Air] : Mysterious ADSR set code. Too bad none of my games ever use it.
// (as usual... )
thisvoice.ADSR.Value = (value << 16) | value;
ConLog( "* SPU2: Mysterious ADSR Volume Set to 0x%x", value );
break;
case 6: thisvoice.Volume.Left.RegSet( value ); break;
case 7: thisvoice.Volume.Right.RegSet( value ); break;
jNO_DEFAULT;
}
}
else if ((omem >= 0x01C0) && (omem < 0x02DE))
{
const u32 voice = ((omem-0x01C0) / 12);
const u32 address = ((omem-0x01C0) % 12) >> 1;
V_Voice& thisvoice = Cores[core].Voices[voice];
switch (address)
{
case 0: // SSA (Waveform Start Addr) (hiword, 4 bits only)
thisvoice.StartA = ((value & 0x0F) << 16) | (thisvoice.StartA & 0xFFF8);
if( IsDevBuild )
DebugCores[core].Voices[voice].lastSetStartA = thisvoice.StartA;
break;
case 1: // SSA (loword)
thisvoice.StartA = (thisvoice.StartA & 0x0F0000) | (value & 0xFFF8);
if( IsDevBuild )
DebugCores[core].Voices[voice].lastSetStartA = thisvoice.StartA;
break;
case 2:
thisvoice.LoopStartA = ((value & 0x0F) << 16) | (thisvoice.LoopStartA & 0xFFF8);
thisvoice.LoopMode = 3;
break;
case 3:
thisvoice.LoopStartA = (thisvoice.LoopStartA & 0x0F0000) | (value & 0xFFF8);
thisvoice.LoopMode = 3;
break;
case 4:
thisvoice.NextA = ((value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8);
break;
case 5:
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8);
break;
}
}
else if((mem>=0x07C0) && (mem<0x07CE))
{
*(regtable[mem>>1]) = value;
UpdateSpdifMode();
}
else if( mem >= R_FB_SRC_A && mem < REG_A_EEA )
{
// Signal to the Reverb code that the effects buffers need to be re-aligned.
// This is both simple, efficient, and safe, since we only want to re-align
// buffers after both hi and lo words have been written.
*(regtable[mem>>1]) = value;
Cores[core].RevBuffers.NeedsUpdated = true;
}
else
{
V_Core& thiscore = Cores[core];
switch(omem)
{
case REG_C_ATTR:
{
int irqe = thiscore.IRQEnable;
int bit0 = thiscore.AttrBit0;
int bit4 = thiscore.AttrBit4;
if( ((value>>15)&1) && (!thiscore.CoreEnabled) && (thiscore.InitDelay==0) ) // on init/reset
{
if(hasPtr)
{
thiscore.InitDelay=1;
thiscore.Regs.STATX=0;
}
else
{
thiscore.Reset();
}
}
thiscore.AttrBit0 =(value>> 0) & 0x01; //1 bit
thiscore.DMABits =(value>> 1) & 0x07; //3 bits
thiscore.AttrBit4 =(value>> 4) & 0x01; //1 bit
thiscore.AttrBit5 =(value>> 5) & 0x01; //1 bit
thiscore.IRQEnable =(value>> 6) & 0x01; //1 bit
thiscore.FxEnable =(value>> 7) & 0x01; //1 bit
thiscore.NoiseClk =(value>> 8) & 0x3f; //6 bits
//thiscore.Mute =(value>>14) & 0x01; //1 bit
thiscore.Mute=0;
thiscore.CoreEnabled=(value>>15) & 0x01; //1 bit
thiscore.Regs.ATTR =value&0x7fff;
if(value&0x000E)
{
ConLog(" * SPU2: Core %d ATTR unknown bits SET! value=%04x\n",core,value);
}
if(thiscore.AttrBit0!=bit0)
{
ConLog(" * SPU2: ATTR bit 0 set to %d\n",thiscore.AttrBit0);
}
if(thiscore.IRQEnable!=irqe)
{
ConLog(" * SPU2: IRQ %s\n",((thiscore.IRQEnable==0)?"disabled":"enabled"));
if(!thiscore.IRQEnable)
Spdif.Info=0;
}
}
break;
case REG_S_PMON:
vx=2; for (vc=1;vc<16;vc++) { thiscore.Voices[vc].Modulated=(s8)((value & vx)/vx); vx<<=1; }
SetLoWord( thiscore.Regs.PMON, value );
break;
case (REG_S_PMON + 2):
vx=1; for (vc=16;vc<24;vc++) { thiscore.Voices[vc].Modulated=(s8)((value & vx)/vx); vx<<=1; }
SetHiWord( thiscore.Regs.PMON, value );
break;
case REG_S_NON:
vx=1; for (vc=0;vc<16;vc++) { thiscore.Voices[vc].Noise=(s8)((value & vx)/vx); vx<<=1; }
SetLoWord( thiscore.Regs.NON, value );
break;
case (REG_S_NON + 2):
vx=1; for (vc=16;vc<24;vc++) { thiscore.Voices[vc].Noise=(s8)((value & vx)/vx); vx<<=1; }
SetHiWord( thiscore.Regs.NON, value );
break;
// Games like to repeatedly write these regs over and over with the same value, hence
// the shortcut that skips the bitloop if the values are equal.
#define vx_SetSomeBits( reg_out, mask_out, hiword ) \
{ \
const u32 result = thiscore.Regs.reg_out; \
if( hiword ) \
SetHiWord( thiscore.Regs.reg_out, value ); \
else \
SetLoWord( thiscore.Regs.reg_out, value ); \
if( result == thiscore.Regs.reg_out ) break; \
\
const uint start_bit = hiword ? 16 : 0; \
const uint end_bit = hiword ? 24 : 16; \
for (uint vc=start_bit, vx=1; vc<end_bit; ++vc, vx<<=1) \
thiscore.Voices[vc].mask_out = (value & vx) ? -1 : 0; \
}
case REG_S_VMIXL:
vx_SetSomeBits( VMIXL, DryL, false );
break;
case (REG_S_VMIXL + 2):
vx_SetSomeBits( VMIXL, DryL, true );
break;
case REG_S_VMIXEL:
vx_SetSomeBits( VMIXEL, WetL, false );
break;
case (REG_S_VMIXEL + 2):
vx_SetSomeBits( VMIXEL, WetL, true );
break;
case REG_S_VMIXR:
vx_SetSomeBits( VMIXR, DryR, false );
break;
case (REG_S_VMIXR + 2):
vx_SetSomeBits( VMIXR, DryR, true );
break;
case REG_S_VMIXER:
vx_SetSomeBits( VMIXER, WetR, false );
break;
case (REG_S_VMIXER + 2):
vx_SetSomeBits( VMIXER, WetR, true );
break;
case REG_P_MMIX:
// Each MMIX gate is assigned either 0 or 0xffffffff depending on the status
// of the MMIX bits. I use -1 below as a shorthand for 0xffffffff. :)
vx = value;
if (core == 0) vx&=0xFF0;
thiscore.ExtWetR = (vx & 0x001) ? -1 : 0;
thiscore.ExtWetL = (vx & 0x002) ? -1 : 0;
thiscore.ExtDryR = (vx & 0x004) ? -1 : 0;
thiscore.ExtDryL = (vx & 0x008) ? -1 : 0;
thiscore.InpWetR = (vx & 0x010) ? -1 : 0;
thiscore.InpWetL = (vx & 0x020) ? -1 : 0;
thiscore.InpDryR = (vx & 0x040) ? -1 : 0;
thiscore.InpDryL = (vx & 0x080) ? -1 : 0;
thiscore.SndWetR = (vx & 0x100) ? -1 : 0;
thiscore.SndWetL = (vx & 0x200) ? -1 : 0;
thiscore.SndDryR = (vx & 0x400) ? -1 : 0;
thiscore.SndDryL = (vx & 0x800) ? -1 : 0;
thiscore.Regs.MMIX = value;
break;
case (REG_S_KON + 2):
StartVoices(core,((u32)value)<<16);
break;
case REG_S_KON:
StartVoices(core,((u32)value));
break;
case (REG_S_KOFF + 2):
StopVoices(core,((u32)value)<<16);
break;
case REG_S_KOFF:
StopVoices(core,((u32)value));
break;
case REG_S_ENDX:
thiscore.Regs.ENDX&=0x00FF0000;
break;
case (REG_S_ENDX + 2):
thiscore.Regs.ENDX&=0xFFFF;
break;
// Reverb Start and End Address Writes!
// * Yes, these are backwards from all the volumes -- the hiword comes FIRST (wtf!)
// * End position is a hiword only! Loword is always ffff.
// * The Reverb buffer position resets on writes to StartA. It probably resets
// on writes to End too. Docs don't say, but they're for PSX, which couldn't
// change the end address anyway.
case REG_A_ESA:
SetHiWord( thiscore.EffectsStartA, value );
thiscore.UpdateEffectsBufferSize();
thiscore.ReverbX = 0;
break;
case (REG_A_ESA + 2):
SetLoWord( thiscore.EffectsStartA, value );
thiscore.UpdateEffectsBufferSize();
thiscore.ReverbX = 0;
break;
case REG_A_EEA:
thiscore.EffectsEndA = ((u32)value<<16) | 0xFFFF;
thiscore.UpdateEffectsBufferSize();
thiscore.ReverbX = 0;
break;
// Master Volume Address Write!
case REG_P_MVOLL:
case REG_P_MVOLR:
{
V_VolumeSlide& thisvol = (omem==REG_P_MVOLL) ? thiscore.MasterVol.Left : thiscore.MasterVol.Right;
if( value & 0x8000 ) // +Lin/-Lin/+Exp/-Exp
{
thisvol.Mode = (value & 0xE000) / 0x2000;
thisvol.Increment = (value & 0x7F); // | ((value & 0x800)/0x10);
}
else
{
// Constant Volume mode (no slides or envelopes)
// Volumes range from 0x3fff to 0x7fff, with 0x4000 serving as
// the "sign" bit, so a simple bitwise extension will do the trick:
thisvol.Value = GetVol32( value<<1 );
thisvol.Mode = 0;
thisvol.Increment = 0;
}
thisvol.Reg_VOL = value;
}
break;
case REG_P_EVOLL:
thiscore.FxVol.Left = GetVol32( value );
break;
case REG_P_EVOLR:
thiscore.FxVol.Right = GetVol32( value );
break;
case REG_P_AVOLL:
thiscore.ExtVol.Left = GetVol32( value );
break;
case REG_P_AVOLR:
thiscore.ExtVol.Right = GetVol32( value );
break;
case REG_P_BVOLL:
thiscore.InpVol.Left = GetVol32( value );
break;
case REG_P_BVOLR:
thiscore.InpVol.Right = GetVol32( value );
break;
case REG_S_ADMAS:
//ConLog(" * SPU2: Core %d AutoDMAControl set to %d (%d)\n",core,value, Cycles);
thiscore.AutoDMACtrl=value;
if(value==0)
{
thiscore.AdmaInProgress=0;
}
break;
default:
*(regtable[mem>>1]) = value;
break;
}
}
}
void StartVoices(int core, u32 value)
{
// Optimization: Games like to write zero to the KeyOn reg a lot, so shortcut
// this loop if value is zero.
if( value == 0 ) return;
Cores[core].Regs.ENDX &= ~value;
for( u8 vc=0; vc<24; vc++ )
{
if ((value>>vc) & 1)
{
Cores[core].Voices[vc].Start();
if( IsDevBuild )
{
V_Voice& thisvc( Cores[core].Voices[vc] );
if(MsgKeyOnOff()) ConLog(" * SPU2: KeyOn: C%dV%02d: SSA: %8x; M: %s%s%s%s; H: %02x%02x; P: %04x V: %04x/%04x; ADSR: %04x%04x\n",
core,vc,thisvc.StartA,
(thisvc.DryL)?"+":"-",(thisvc.DryR)?"+":"-",
(thisvc.WetL)?"+":"-",(thisvc.WetR)?"+":"-",
*(u8*)GetMemPtr(thisvc.StartA),*(u8 *)GetMemPtr((thisvc.StartA)+1),
thisvc.Pitch,
thisvc.Volume.Left.Value>>16,thisvc.Volume.Right.Value>>16,
thisvc.ADSR.Reg_ADSR1,thisvc.ADSR.Reg_ADSR2);
}
}
}
}
void StopVoices(int core, u32 value)
{
if( value == 0 ) return;
for( u8 vc=0; vc<24; vc++ )
{
if ((value>>vc) & 1)
{
Cores[core].Voices[vc].ADSR.Releasing = true;
//if(MsgKeyOnOff()) ConLog(" * SPU2: KeyOff: Core %d; Voice %d.\n",core,vc);
}
}
}