/*********************************************************************************** Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com), Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2002 - 2004 Matthew Kendora (c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org) (c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/) (c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca), Kris Bleakley (codeviolation@hotmail.com) (c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net), Nach (n-a-c-h@users.sourceforge.net), (c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com) (c) Copyright 2006 - 2007 nitsuja (c) Copyright 2009 - 2016 BearOso, OV2 BS-X C emulator code (c) Copyright 2005 - 2006 Dreamer Nom, zones C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com), Nach, zsKnight (zsknight@zsnes.com) C4 C++ code (c) Copyright 2003 - 2006 Brad Jorsch, Nach DSP-1 emulator code (c) Copyright 1998 - 2006 _Demo_, Andreas Naive (andreasnaive@gmail.com), Gary Henderson, Ivar (ivar@snes9x.com), John Weidman, Kris Bleakley, Matthew Kendora, Nach, neviksti (neviksti@hotmail.com) DSP-2 emulator code (c) Copyright 2003 John Weidman, Kris Bleakley, Lord Nightmare (lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti DSP-3 emulator code (c) Copyright 2003 - 2006 John Weidman, Kris Bleakley, Lancer, z80 gaiden DSP-4 emulator code (c) Copyright 2004 - 2006 Dreamer Nom, John Weidman, Kris Bleakley, Nach, z80 gaiden OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com), Kris Bleakley Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code used in 1.39-1.51 (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, Dark Force SPC7110 and RTC C++ emulator code used in 1.52+ (c) Copyright 2009 byuu, neviksti S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive, John Weidman S-RTC C emulator code (c) Copyright 2001 - 2006 byuu, John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, John Weidman, Kris Bleakley, Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 _Demo_, pagefault, zsKnight Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson, John Weidman Sound emulator code used in 1.5-1.51 (c) Copyright 1998 - 2003 Brad Martin (c) Copyright 1998 - 2006 Charles Bilyue' Sound emulator code used in 1.52+ (c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com) S-SMP emulator code used in 1.54+ (c) Copyright 2016 byuu SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) 2xSaI filter (c) Copyright 1999 - 2001 Derek Liauw Kie Fa HQ2x, HQ3x, HQ4x filters (c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com) NTSC filter (c) Copyright 2006 - 2007 Shay Green GTK+ GUI code (c) Copyright 2004 - 2016 BearOso Win32 GUI code (c) Copyright 2003 - 2006 blip, funkyass, Matthew Kendora, Nach, nitsuja (c) Copyright 2009 - 2016 OV2 Mac OS GUI code (c) Copyright 1998 - 2001 John Stiles (c) Copyright 2001 - 2011 zones Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com/ Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies. ***********************************************************************************/ #ifdef FMOD_SUPPORT #include "CFMOD.h" #include "../snes9x.h" #include "../apu/apu.h" #include "wsnes9x.h" #ifndef min #define min(a,b) (((a) < (b)) ? (a) : (b)) #endif /* Construction/Destruction */ CFMOD::CFMOD(void) { initDone = false; fmod_stream = NULL; } CFMOD::~CFMOD(void) { DeInitFMOD(); } /* CFMOD::InitStream initializes FMOD and the output stream that will call our callback function ----- returns true if successful, false otherwise */ bool CFMOD::InitStream() { if (!FSOUND_Init (Settings.SoundPlaybackRate, 16, 0)) { MessageBox (GUI.hWnd, "\ Unable to initialise FMOD sound system. You will not be able to hear\n\ any sound effects or music while playing.\n\n\ It is usually caused by not having DirectX installed or another\n\ application that has already opened DirectSound in exclusive\n\ mode or the Windows WAVE device has been opened.", "Snes9X - Unable to Open FMOD", MB_OK | MB_ICONWARNING); DeInitStream(); return false; } sampleCount = (Settings.SoundPlaybackRate * GUI.SoundBufferSize/2 ) / 1000; if (Settings.Stereo) sampleCount *= 2; bufferSize = sampleCount * (Settings.SixteenBitSound?2:1); fmod_stream = FSOUND_Stream_Create (FMODStreamCallback, bufferSize, FSOUND_LOOP_OFF | FSOUND_STREAMABLE | FSOUND_SIGNED | FSOUND_LOOP_NORMAL | (Settings.SixteenBitSound ? FSOUND_16BITS : FSOUND_8BITS) | (Settings.Stereo ? FSOUND_STEREO : FSOUND_MONO), Settings.SoundPlaybackRate, (void *)this); if (!fmod_stream || FSOUND_Stream_Play (FSOUND_FREE, fmod_stream) == -1) { MessageBox (GUI.hWnd, "\ Unable to create or play an FMOD sound stream. You will not be able\n\ to hear any sound effects or music while playing.", "Snes9X - Unable to Open FMOD", MB_OK | MB_ICONWARNING); DeInitStream(); return false; } return true; } /* CFMOD::DeInitStream stops playback and closes the stream */ void CFMOD::DeInitStream() { if (fmod_stream) { FSOUND_StopSound (0); FSOUND_Stream_Stop (fmod_stream); FSOUND_Stream_Close (fmod_stream); FSOUND_Close (); fmod_stream = NULL; } } /* CFMOD::InitFMOD sets the sound driver to be used by FMOD ----- returns true if successful, false otherwise */ bool CFMOD::InitFMOD() { if(initDone) return true; switch (GUI.SoundDriver) { default: case WIN_FMOD_DIRECT_SOUND_DRIVER: FSOUND_SetOutput(FSOUND_OUTPUT_DSOUND); break; case WIN_FMOD_WAVE_SOUND_DRIVER: FSOUND_SetOutput(FSOUND_OUTPUT_WINMM); break; case WIN_FMOD_A3D_SOUND_DRIVER: FSOUND_SetOutput(FSOUND_OUTPUT_A3D); break; } FSOUND_SetDriver(0); initDone = true; return true; } void CFMOD::DeInitFMOD() { DeInitStream(); } /* CFMOD::SetupSound applies current sound settings by recreating the stream ----- returns true if successful, false otherwise */ bool CFMOD::SetupSound() { DeInitStream(); if(!InitStream()) { return false; } return true; } /* CFMOD::ProcessSound Finishes core sample creation, syncronizes the buffer access. */ void CFMOD::ProcessSound() { EnterCriticalSection(&GUI.SoundCritSect); S9xFinalizeSamples(); LeaveCriticalSection(&GUI.SoundCritSect); } /* CFMOD::FMODStreamCallback the callback that mixes into the stream synchronizes the buffer access with a critical section IN: stream - the stream object, unused buff - the buffer to mix into len - number of bytes in the buffer param - pointer to the CFMOD object */ // The FMOD API changed the return type of the stream callback function // somewhere between version 3.20 and 3.33. The FMOD API defines a version // string but you can't test for that at compile time. Instead, I've picked on // a symbol that wasn't defined in version 3.20 to test for the change in API. #if !defined (FSOUND_LOADRAW) void #else signed char #endif F_CALLBACKAPI CFMOD::FMODStreamCallback (FSOUND_STREAM *stream, void *buff, int len, void *param) { CFMOD *S9xFMOD=(CFMOD *)param; int sample_count = Settings.SixteenBitSound?len>>1:len; EnterCriticalSection(&GUI.SoundCritSect); S9xMixSamples((unsigned char *) buff, sample_count); LeaveCriticalSection(&GUI.SoundCritSect); SetEvent(GUI.SoundSyncEvent); #if defined (FSOUND_LOADRAW) return (1); #endif } #endif