snes9x/win32/CFMOD.cpp

370 lines
11 KiB
C++

/***********************************************************************************
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 - 2011 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)
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 - 2011 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2011 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