REMOVED unused global soundBufferTotalLen
MOVED soundNextPosition from sound core to DirectSound git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@640 a31d4220-a93d-0410-bf67-fe4944624d44
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@ -70,7 +70,6 @@ u16 soundFinalWave [1470];
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int soundBufferLen = sizeof soundFinalWave;
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int soundDebug = 0;
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u32 soundNextPosition = 0;
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bool soundPaused = true;
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void interp_rate() { /* empty for now */ }
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@ -548,8 +547,6 @@ void soundReset()
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SOUND_CLOCK_TICKS = SOUND_CLOCK_TICKS_;
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soundTicks = SOUND_CLOCK_TICKS_;
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soundNextPosition = 0;
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soundEvent( NR52, (u8) 0x80 );
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}
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@ -570,13 +567,11 @@ void soundSetQuality(int quality)
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{
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soundShutdown();
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soundQuality = quality;
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soundNextPosition = 0;
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soundInit();
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}
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else
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{
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soundQuality = quality;
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soundNextPosition = 0;
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}
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remake_stereo_buffer();
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@ -59,8 +59,6 @@ extern int soundInterpolation; // 1 if PCM should have low-pass filtering
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extern float soundFiltering; // 0.0 = none, 1.0 = max (only if soundInterpolation!=0)
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// Unknown purpose
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extern int soundBufferTotalLen;
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extern u32 soundNextPosition;
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extern bool soundPaused;
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#endif // VBA_SOUND_H
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@ -41,7 +41,6 @@ extern int soundQuality;
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extern bool soundPaused;
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extern int soundTicks;
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extern int SOUND_CLOCK_TICKS;
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extern u32 soundNextPosition;
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int const ticks_to_time = 2 * GB_APU_OVERCLOCK;
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@ -189,7 +188,6 @@ void gbSoundReset()
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reset_apu();
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soundPaused = 1;
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soundNextPosition = 0;
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gbSoundEvent(0xff10, 0x80);
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gbSoundEvent(0xff11, 0xbf);
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@ -235,13 +233,11 @@ void gbSoundSetQuality(int quality)
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{
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soundShutdown();
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soundQuality = quality;
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soundNextPosition = 0;
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soundInit();
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}
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else
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{
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soundQuality = quality;
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soundNextPosition = 0;
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}
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remake_stereo_buffer();
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@ -47,6 +47,7 @@ private:
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HANDLE dsbEvent;
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WAVEFORMATEX wfx; // Primary buffer wave format
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int soundBufferTotalLen;
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unsigned int soundNextPosition;
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public:
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DirectSound();
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@ -69,6 +70,7 @@ DirectSound::DirectSound()
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dsbEvent = NULL;
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soundBufferTotalLen = 14700;
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soundNextPosition = 0;
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}
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@ -144,6 +146,7 @@ bool DirectSound::init()
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// then multiply it with the size of a sample frame (16 bit * stereo)
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soundBufferLen = ( freq / 60 ) * 4;
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soundBufferTotalLen = soundBufferLen * 10;
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soundNextPosition = 0;
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ZeroMemory( &wfx, sizeof(WAVEFORMATEX) );
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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@ -227,6 +230,8 @@ void DirectSound::reset()
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dsbSecondary->Stop();
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dsbSecondary->SetCurrentPosition( 0 );
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soundNextPosition = 0;
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}
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