Made the emulation core use the new sound framework. MFC is currently broken.
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@ -10,6 +10,8 @@
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#include "dmg/gb_apu/Gb_Apu.h"
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#include "dmg/gb_apu/Multi_Buffer.h"
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#include "common/SoundDriver.h"
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#define NR10 0x60
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#define NR11 0x62
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#define NR12 0x63
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@ -32,21 +34,21 @@
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#define NR51 0x81
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#define NR52 0x84
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SoundDriver * soundDriver = 0;
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extern bool stopState; // TODO: silence sound when true
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int const SOUND_CLOCK_TICKS_ = 167772; // 1/100 second
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u16 soundFinalWave [1470];
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int soundBufferLen = sizeof soundFinalWave;
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static u16 soundFinalWave [1470];
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int soundQuality = 1;
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bool soundInterpolation = true;
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bool soundPaused = true;
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float soundFiltering = 0.5f;
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float soundVolume = 1.0f;
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bool soundEcho = false;
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int SOUND_CLOCK_TICKS = SOUND_CLOCK_TICKS_;
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int soundTicks = SOUND_CLOCK_TICKS_;
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static float soundVolume = 1.0f;
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static int soundEnableFlag = 0x3ff; // emulator channels enabled
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static float soundFiltering_ = -1;
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static float soundVolume_ = -1;
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@ -344,8 +346,11 @@ static void end_frame( blip_time_t time )
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stereo_buffer->end_frame( time );
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}
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static void flush_samples()
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void flush_samples(Multi_Buffer * buffer)
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{
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// get the size in bytes of the sound driver buffer
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int soundBufferLen = soundDriver->getBufferLength();
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// soundBufferLen should have a whole number of sample pairs
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assert( soundBufferLen % (2 * sizeof *soundFinalWave) == 0 );
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@ -353,13 +358,13 @@ static void flush_samples()
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int const out_buf_size = soundBufferLen / sizeof *soundFinalWave;
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// Keep filling and writing soundFinalWave until it can't be fully filled
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while ( stereo_buffer->samples_avail() >= out_buf_size )
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while ( buffer->samples_avail() >= out_buf_size )
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{
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stereo_buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
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buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
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if(soundPaused)
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soundResume();
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systemWriteDataToSoundBuffer();
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soundDriver->write(soundFinalWave, soundBufferLen);
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}
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}
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@ -386,7 +391,7 @@ void psoundTickfn()
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// Run sound hardware to present
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end_frame( SOUND_CLOCK_TICKS );
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flush_samples();
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flush_samples(stereo_buffer);
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if ( soundFiltering_ != soundFiltering )
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apply_filtering();
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@ -464,19 +469,19 @@ static void remake_stereo_buffer()
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void soundShutdown()
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{
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systemSoundShutdown();
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delete soundDriver;
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}
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void soundPause()
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{
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soundPaused = true;
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systemSoundPause();
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soundDriver->pause();
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}
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void soundResume()
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{
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soundPaused = false;
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systemSoundResume();
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soundDriver->resume();
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}
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void soundSetVolume( float volume )
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@ -502,7 +507,7 @@ int soundGetEnable()
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void soundReset()
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{
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systemSoundReset();
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soundDriver->reset();
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remake_stereo_buffer();
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reset_apu();
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@ -516,7 +521,11 @@ void soundReset()
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bool soundInit()
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{
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if ( !systemSoundInit() )
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soundDriver = systemSoundInit();
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if ( !soundDriver )
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return false;
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if (!soundDriver->init(soundQuality))
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return false;
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soundPaused = true;
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10
src/Sound.h
10
src/Sound.h
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@ -33,16 +33,10 @@ extern bool soundPaused; // current paused state
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// Cleans up sound. Afterwards, soundInit() can be called again.
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void soundShutdown();
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// Sound buffering
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extern int soundBufferLen; // size of sound buffer in BYTES
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extern u16 soundFinalWave[1470];// 16-bit SIGNED stereo sample buffer
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//// GBA sound options
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// Sets sample rate to 44100 / quality
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void soundSetQuality( int quality );
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extern int soundQuality; // current sound quality
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// Sound settings
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extern bool soundInterpolation; // 1 if PCM should have low-pass filtering
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@ -80,4 +74,8 @@ extern int soundTicks; // Number of 16.8 MHz clocks until soundTick() w
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void soundSaveGame( gzFile );
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void soundReadGame( gzFile, int version );
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class Multi_Buffer;
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void flush_samples(Multi_Buffer * buffer);
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#endif // SOUND_H
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@ -20,6 +20,7 @@ typedef int16_t s16;
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typedef int32_t s32;
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typedef int64_t s64;
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class SoundDriver;
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struct EmulatedSystem {
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// main emulation function
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@ -65,12 +66,7 @@ extern u32 systemReadJoypad(int);
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extern u32 systemGetClock();
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extern void systemMessage(int, const char *, ...);
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extern void systemSetTitle(const char *);
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extern void systemWriteDataToSoundBuffer();
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extern void systemSoundShutdown();
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extern void systemSoundPause();
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extern void systemSoundResume();
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extern void systemSoundReset();
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extern bool systemSoundInit();
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extern SoundDriver * systemSoundInit();
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extern void systemScreenMessage(const char *);
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extern void systemUpdateMotionSensor();
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extern int systemGetSensorX();
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@ -1320,7 +1320,7 @@ int CPULoadRom(const char *szFile)
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elfCleanUp();
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return 0;
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}
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} else
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} else
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#endif //NO_DEBUGGER
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if(!utilLoad(szFile,
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utilIsGBAImage,
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@ -1952,9 +1952,9 @@ void CPUSoftwareInterrupt(int comment)
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}
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#endif
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if(reg[0].I)
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systemSoundPause();
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soundPause();
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else
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systemSoundResume();
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soundResume();
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break;
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case 0x1F:
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BIOS_MidiKey2Freq();
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@ -50,22 +50,6 @@ static void end_frame( blip_time_t time )
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stereo_buffer->end_frame( time );
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}
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static void flush_samples()
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{
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// number of samples in output buffer
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int const out_buf_size = soundBufferLen / sizeof *soundFinalWave;
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// Keep filling and writing soundFinalWave until it can't be fully filled
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while ( stereo_buffer->samples_avail() >= out_buf_size )
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{
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stereo_buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
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if(soundPaused)
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soundResume();
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systemWriteDataToSoundBuffer();
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}
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}
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static void apply_effects()
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{
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prevSoundEnable = soundGetEnable();
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@ -106,13 +90,13 @@ void gbSoundTick()
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// Run sound hardware to present
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end_frame( SOUND_CLOCK_TICKS * ticks_to_time );
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flush_samples();
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flush_samples(stereo_buffer);
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// Update effects config if it was changed
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if ( memcmp( &gb_effects_config_current, &gb_effects_config,
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sizeof gb_effects_config ) || soundGetEnable() != prevSoundEnable )
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apply_effects();
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if ( soundVolume_ != soundGetVolume() )
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apply_volume();
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}
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@ -127,7 +111,7 @@ static void reset_apu()
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mode = Gb_Apu::mode_agb;
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gb_apu->reset( mode );
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gb_apu->reduce_clicks( declicking );
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if ( stereo_buffer )
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stereo_buffer->clear();
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@ -367,7 +351,7 @@ static void gbSoundReadGameOld(int version,gzFile gzFile)
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state.apu.regs [nr52] = 0x80; // power on
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return;
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}
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// Load state
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utilReadData( gzFile, gbsound_format );
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@ -400,7 +384,7 @@ static void gbSoundReadGameOld(int version,gzFile gzFile)
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static variable_desc gb_state [] =
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{
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LOAD( int, state.version ), // room_for_expansion will be used by later versions
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// APU
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LOAD( u8 [0x40], state.apu.regs ), // last values written to registers and wave RAM (both banks)
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LOAD( int, state.apu.frame_time ), // clocks until next frame sequencer action
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@ -446,7 +430,7 @@ void gbSoundReadGame( int version, gzFile in )
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// Prepare APU and default state
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reset_apu();
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gb_apu->save_state( &state.apu );
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if ( version > 11 )
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utilReadData( in, gb_state );
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else
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int systemRenderedFrames;
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int systemFPS;
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static SoundDriver * systemSoundDriver = 0;
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inline VBA::Window * GUI()
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{
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return VBA::Window::poGetInstance();
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{
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}
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void systemWriteDataToSoundBuffer()
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SoundDriver * systemSoundInit()
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{
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systemSoundDriver->write(soundFinalWave, soundBufferLen);
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}
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soundShutdown();
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bool systemSoundInit()
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{
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systemSoundShutdown();
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systemSoundDriver = new SoundSDL();
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bool ret = systemSoundDriver->init(soundQuality);
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soundBufferLen = systemSoundDriver->getBufferLength();
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return ret;
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}
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void systemSoundShutdown()
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{
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delete systemSoundDriver;
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}
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void systemSoundPause()
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{
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systemSoundDriver->pause();
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}
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void systemSoundResume()
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{
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systemSoundDriver->resume();
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}
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void systemSoundReset()
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{
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systemSoundDriver->reset();
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return new SoundSDL();
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}
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void debuggerMain()
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@ -605,7 +605,7 @@ void Window::vInitSystem()
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void Window::vUnInitSystem()
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{
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systemSoundShutdown();
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soundShutdown();
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}
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void Window::vInitSDL()
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@ -224,8 +224,6 @@ int sdlMirroringEnable = 0;
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static int ignore_first_resize_event = 0;
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static SoundDriver * systemSoundDriver = 0;
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/* forward */
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void systemConsoleMessage(const char*);
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return inputGetSensorY();
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}
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void systemWriteDataToSoundBuffer()
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SoundDriver * systemSoundInit()
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{
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systemSoundDriver->write(soundFinalWave, soundBufferLen);
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}
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soundShutdown();
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bool systemSoundInit()
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{
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systemSoundShutdown();
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systemSoundDriver = new SoundSDL();
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bool ret = systemSoundDriver->init(soundQuality);
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soundBufferLen = systemSoundDriver->getBufferLength();
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return ret;
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}
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void systemSoundShutdown()
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{
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delete systemSoundDriver;
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}
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void systemSoundPause()
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{
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systemSoundDriver->pause();
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}
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void systemSoundResume()
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{
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systemSoundDriver->resume();
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}
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void systemSoundReset()
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{
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systemSoundDriver->reset();
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return new SoundSDL();
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}
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@ -25,6 +25,7 @@
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#include "../agb/GBA.h"
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#include "../Port.h"
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#include "../Sound.h"
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#include "../armdis.h"
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#include "../elf.h"
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#include "exprNode.h"
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debuggerRegisters(0, NULL);
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while(debugger) {
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systemSoundPause();
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soundPause();
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debuggerDisableBreakpoints();
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printf("debugger> ");
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commandCount = 0;
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