mirror of https://github.com/snes9xgit/snes9x.git
443 lines
12 KiB
C++
443 lines
12 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2017 BearOso,
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OV2
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(c) Copyright 2017 qwertymodo
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(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
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Daniel De Matteis
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(Under no circumstances will commercial rights be given)
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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S-SMP emulator code used in 1.54+
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(c) Copyright 2016 byuu
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2017 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2017 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2011 zones
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Libretro port
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(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
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Daniel De Matteis
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(Under no circumstances will commercial rights be given)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#include "CXAudio2.h"
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#include "../snes9x.h"
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#include "../apu/apu.h"
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#include "wsnes9x.h"
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#include <process.h>
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#include <Dxerr.h>
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/* CXAudio2
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Implements audio output through XAudio2.
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Basic idea: one master voice and one source voice are created;
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the source voice consumes buffers queued by PushBuffer, plays them through
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the master voice and calls OnBufferEnd after each buffer.
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ProcessSound copies new samples into the buffer and queues them for playback.
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*/
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/* Construction/Destruction
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*/
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CXAudio2::CXAudio2(void)
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{
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pXAudio2 = NULL;
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pSourceVoice = NULL;
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pMasterVoice = NULL;
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sum_bufferSize = singleBufferBytes \
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= singleBufferSamples = blockCount = 0;
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soundBuffer = NULL;
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initDone = false;
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}
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CXAudio2::~CXAudio2(void)
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{
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DeInitXAudio2();
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}
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/* CXAudio2::InitXAudio2
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initializes the XAudio2 object
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-----
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returns true if successful, false otherwise
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*/
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bool CXAudio2::InitXAudio2(void)
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{
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if(initDone)
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return true;
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HRESULT hr;
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if ( FAILED(hr = XAudio2Create( &pXAudio2, 0 , XAUDIO2_DEFAULT_PROCESSOR ) ) ) {
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DXTRACE_ERR_MSGBOX(TEXT("Unable to create XAudio2 object."),hr);
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MessageBox (GUI.hWnd, TEXT("\
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Unable to initialize XAudio2. You will not be able to hear any\n\
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sound effects or music while playing.\n\n\
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This is usually caused by not having a recent DirectX release installed."),
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TEXT("Snes9X - Unable to Initialize XAudio2"),
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MB_OK | MB_ICONWARNING);
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return false;
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}
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initDone = true;
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return true;
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}
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/* CXAudio2::InitVoices
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initializes the voice objects with the current audio settings
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-----
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returns true if successful, false otherwise
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*/
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bool CXAudio2::InitVoices(void)
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{
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HRESULT hr;
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if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasterVoice, (Settings.Stereo?2:1),
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Settings.SoundPlaybackRate, 0, 0 , NULL ) ) ) {
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DXTRACE_ERR_MSGBOX(TEXT("Unable to create mastering voice."),hr);
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return false;
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}
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WAVEFORMATEX wfx;
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = Settings.Stereo ? 2 : 1;
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wfx.nSamplesPerSec = Settings.SoundPlaybackRate;
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wfx.nBlockAlign = (Settings.SixteenBitSound ? 2 : 1) * (Settings.Stereo ? 2 : 1);
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wfx.wBitsPerSample = Settings.SixteenBitSound ? 16 : 8;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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wfx.cbSize = 0;
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if( FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wfx,
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XAUDIO2_VOICE_NOSRC , XAUDIO2_DEFAULT_FREQ_RATIO, this, NULL, NULL ) ) ) {
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DXTRACE_ERR_MSGBOX(TEXT("Unable to create source voice."),hr);
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return false;
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}
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return true;
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}
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/* CXAudio2::DeInitXAudio2
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deinitializes all objects
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*/
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void CXAudio2::DeInitXAudio2(void)
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{
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initDone = false;
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DeInitVoices();
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if(pXAudio2) {
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pXAudio2->Release();
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pXAudio2 = NULL;
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}
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}
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/* CXAudio2::DeInitVoices
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deinitializes the voice objects and buffers
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*/
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void CXAudio2::DeInitVoices(void)
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{
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if(pSourceVoice) {
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StopPlayback();
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pSourceVoice->DestroyVoice();
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pSourceVoice = NULL;
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}
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if(pMasterVoice) {
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pMasterVoice->DestroyVoice();
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pMasterVoice = NULL;
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}
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if(soundBuffer) {
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delete [] soundBuffer;
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soundBuffer = NULL;
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}
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}
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/* CXAudio2::OnBufferEnd
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callback function called by the source voice
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IN:
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pBufferContext - unused
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*/
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void CXAudio2::OnBufferEnd(void *pBufferContext)
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{
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InterlockedDecrement(&bufferCount);
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SetEvent(GUI.SoundSyncEvent);
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}
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/* CXAudio2::PushBuffer
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pushes one buffer onto the source voice playback queue
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IN:
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AudioBytes - size of the buffer
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pAudioData - pointer to the buffer
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pContext - context passed to the callback, currently unused
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*/
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void CXAudio2::PushBuffer(UINT32 AudioBytes,BYTE *pAudioData,void *pContext)
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{
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XAUDIO2_BUFFER xa2buffer={0};
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xa2buffer.AudioBytes=AudioBytes;
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xa2buffer.pAudioData=pAudioData;
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xa2buffer.pContext=pContext;
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InterlockedIncrement(&bufferCount);
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pSourceVoice->SubmitSourceBuffer(&xa2buffer);
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}
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/* CXAudio2::SetupSound
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applies current sound settings by recreating the voice objects and buffers
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-----
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returns true if successful, false otherwise
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*/
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bool CXAudio2::SetupSound()
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{
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if(!initDone)
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return false;
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DeInitVoices();
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blockCount = 8;
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UINT32 blockTime = GUI.SoundBufferSize / blockCount;
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singleBufferSamples = (Settings.SoundPlaybackRate * blockTime) / 1000;
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singleBufferSamples *= (Settings.Stereo ? 2 : 1);
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singleBufferBytes = singleBufferSamples * (Settings.SixteenBitSound ? 2 : 1);
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sum_bufferSize = singleBufferBytes * blockCount;
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if (InitVoices())
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{
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soundBuffer = new uint8[sum_bufferSize];
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writeOffset = 0;
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}
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else {
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DeInitVoices();
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return false;
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}
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bufferCount = 0;
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BeginPlayback();
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return true;
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}
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void CXAudio2::SetVolume(double volume)
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{
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pSourceVoice->SetVolume(volume);
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}
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void CXAudio2::BeginPlayback()
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{
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pSourceVoice->Start(0);
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}
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void CXAudio2::StopPlayback()
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{
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pSourceVoice->Stop(0);
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}
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/* CXAudio2::ProcessSound
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The mixing function called by the sound core when new samples are available.
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SoundBuffer is divided into blockCount blocks. If there are enough available samples and a free block,
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the block is filled and queued to the source voice. bufferCount is increased by pushbuffer and decreased by
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the OnBufferComplete callback.
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*/
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void CXAudio2::ProcessSound()
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{
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int freeBytes = (blockCount - bufferCount) * singleBufferBytes;
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if (Settings.DynamicRateControl)
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{
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S9xUpdateDynamicRate(freeBytes, sum_bufferSize);
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}
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S9xFinalizeSamples();
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UINT32 availableSamples;
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availableSamples = S9xGetSampleCount();
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if (Settings.DynamicRateControl)
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{
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// Using rate control, we should always keep the emulator's sound buffers empty to
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// maintain an accurate measurement.
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if (availableSamples > (freeBytes >> (Settings.SixteenBitSound ? 1 : 0)))
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{
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S9xClearSamples();
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return;
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}
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}
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if(!initDone)
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return;
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BYTE * curBuffer;
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while(availableSamples > singleBufferSamples && bufferCount < blockCount) {
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curBuffer = soundBuffer + writeOffset;
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S9xMixSamples(curBuffer,singleBufferSamples);
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PushBuffer(singleBufferBytes,curBuffer,NULL);
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writeOffset+=singleBufferBytes;
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writeOffset%=sum_bufferSize;
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availableSamples -= singleBufferSamples;
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}
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}
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