Added new GBA sound emulation core (thanks to blargg)
Updated GB sound emulation core git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@160 a31d4220-a93d-0410-bf67-fe4944624d44
This commit is contained in:
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cdb46fb21b
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18
src/GBA.cpp
18
src/GBA.cpp
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@ -3722,6 +3722,15 @@ void CPULoop(int ticks)
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}
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}
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// we shouldn't be doing sound in stop state, but we loose synchronization
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// if sound is disabled, so in stop state, soundTick will just produce
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// mute sound
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soundTicks -= clockTicks;
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if(soundTicks <= 0) {
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psoundTickfn();
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soundTicks += SOUND_CLOCK_TICKS;
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}
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if(!stopState) {
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if(timer0On) {
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timer0Ticks -= clockTicks;
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@ -3828,14 +3837,7 @@ void CPULoop(int ticks)
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timerOverflow = 0;
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// we shouldn't be doing sound in stop state, but we loose synchronization
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// if sound is disabled, so in stop state, soundTick will just produce
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// mute sound
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soundTicks -= clockTicks;
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if(soundTicks <= 0) {
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psoundTickfn();
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soundTicks += SOUND_CLOCK_TICKS;
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}
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#ifdef PROFILING
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profilingTicks -= clockTicks;
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1664
src/Sound.cpp
1664
src/Sound.cpp
File diff suppressed because it is too large
Load Diff
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@ -50,7 +50,6 @@
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#define FIFOB_L 0xa4
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#define FIFOB_H 0xa6
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extern void setSoundFn();
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extern void (*psoundTickfn)();
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extern void soundShutdown();
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extern bool soundInit();
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@ -68,7 +67,6 @@ extern void soundTimerOverflow(int);
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extern void soundSetQuality(int);
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extern void setsystemSoundOn(bool value);
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extern void setsoundPaused(bool value);
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extern void setsoundMasterOn(bool value);
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extern void interp_rate();
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extern int SOUND_CLOCK_TICKS;
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@ -29,125 +29,32 @@
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static Gb_Apu* gb_apu;
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static Simple_Effects_Buffer* stereo_buffer;
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extern u8 soundBuffer[6][735];
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extern u16 soundFinalWave[1470];
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extern int soundVolume;
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#define SOUND_MAGIC 0x60000000
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#define SOUND_MAGIC_2 0x30000000
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#define NOISE_MAGIC 5
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extern int speed;
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extern int gbHardware;
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extern void soundResume();
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extern u8 soundWavePattern[4][32];
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extern int soundBufferLen;
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extern int soundBufferTotalLen;
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extern int soundQuality;
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extern bool soundPaused;
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extern int soundPlay;
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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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extern int soundLevel1;
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extern int soundLevel2;
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extern int soundBalance;
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extern int soundMasterOn;
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extern int soundIndex;
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extern int soundBufferIndex;
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int soundVIN = 0;
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extern int soundDebug;
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extern int sound1On;
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extern int sound1ATL;
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int sound1ATLreload;
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int freq1low;
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int freq1high;
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extern int sound1Skip;
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extern int sound1Index;
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extern int sound1Continue;
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extern int sound1EnvelopeVolume;
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extern int sound1EnvelopeATL;
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extern int sound1EnvelopeUpDown;
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extern int sound1EnvelopeATLReload;
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extern int sound1SweepATL;
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extern int sound1SweepATLReload;
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extern int sound1SweepSteps;
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extern int sound1SweepUpDown;
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extern int sound1SweepStep;
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extern u8 *sound1Wave;
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extern int sound2On;
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extern int sound2ATL;
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int sound2ATLreload;
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int freq2low;
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int freq2high;
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extern int sound2Skip;
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extern int sound2Index;
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extern int sound2Continue;
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extern int sound2EnvelopeVolume;
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extern int sound2EnvelopeATL;
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extern int sound2EnvelopeUpDown;
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extern int sound2EnvelopeATLReload;
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extern u8 *sound2Wave;
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extern int sound3On;
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extern int sound3ATL;
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int sound3ATLreload;
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int freq3low;
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int freq3high;
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extern int sound3Skip;
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extern int sound3Index;
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extern int sound3Continue;
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extern int sound3OutputLevel;
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extern int sound3Last;
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extern int sound4On;
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extern int sound4Clock;
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extern int sound4ATL;
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int sound4ATLreload;
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int freq4;
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extern int sound4Skip;
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extern int sound4Index;
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extern int sound4ShiftRight;
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extern int sound4ShiftSkip;
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extern int sound4ShiftIndex;
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extern int sound4NSteps;
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extern int sound4CountDown;
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extern int sound4Continue;
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extern int sound4EnvelopeVolume;
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extern int sound4EnvelopeATL;
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extern int sound4EnvelopeUpDown;
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extern int sound4EnvelopeATLReload;
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extern int soundEnableFlag;
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extern int soundFreqRatio[8];
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extern int soundShiftClock[16];
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extern s16 soundFilter[4000];
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extern s16 soundLeft[5];
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extern s16 soundRight[5];
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extern int soundEchoIndex;
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extern bool soundEcho;
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extern bool soundLowPass;
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extern bool soundReverse;
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extern bool soundOffFlag;
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bool gbDigitalSound = false;
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static inline blip_time_t ticks_to_time( int ticks )
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{
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return ticks * 2;
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}
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int const ticks_to_time = 2 * GB_APU_OVERCLOCK;
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static inline blip_time_t blip_time()
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{
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return ticks_to_time( SOUND_CLOCK_TICKS - soundTicks );
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return (SOUND_CLOCK_TICKS - soundTicks) * ticks_to_time;
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}
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u8 gbSoundRead( u16 address )
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@ -175,32 +82,18 @@ void gbSoundEvent(register u16 address, register int data)
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gb_apu->write_register( blip_time(), address, data );
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}
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void gbSoundChannel1()
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{
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}
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void gbSoundChannel2()
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{
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}
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void gbSoundChannel3()
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{
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}
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void gbSoundChannel4()
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{
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}
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static void end_frame( blip_time_t time )
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{
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gb_apu->end_frame( time );
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gb_apu ->end_frame( 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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@ -211,8 +104,6 @@ static void flush_samples()
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systemWriteDataToSoundBuffer();
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}
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soundIndex = 0;
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soundBufferIndex = 0;
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}
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}
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@ -240,9 +131,11 @@ static void apply_effects()
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void gbSoundTick()
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{
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if(systemSoundOn && gb_apu && stereo_buffer)
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if ( systemSoundOn && gb_apu && stereo_buffer )
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{
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end_frame( ticks_to_time( SOUND_CLOCK_TICKS ) );
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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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// Update effects config if it was changed
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@ -254,25 +147,28 @@ void gbSoundTick()
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static void remake_stereo_buffer()
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{
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if ( !gb_apu )
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gb_apu = new Gb_Apu;
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// Stereo_Buffer
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delete stereo_buffer;
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stereo_buffer = 0;
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stereo_buffer = new Simple_Effects_Buffer;
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stereo_buffer->set_sample_rate( 44100 / soundQuality );
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stereo_buffer = new Simple_Effects_Buffer; // TODO: handle out of memory
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stereo_buffer->set_sample_rate( 44100 / soundQuality ); // TODO: handle out of memory
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stereo_buffer->clock_rate( gb_apu->clock_rate );
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// APU
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static int const chan_types [chan_count] = {
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Multi_Buffer::wave_type+1, Multi_Buffer::wave_type+2,
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Multi_Buffer::wave_type+3, Multi_Buffer::mixed_type+1
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};
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stereo_buffer->set_channel_count( chan_count, chan_types );
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if ( !gb_apu )
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gb_apu = new Gb_Apu;
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apply_effects();
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gb_apu->reset( gb_apu->mode_cgb );
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// Use DMG or CGB sound differences based on type of game
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gb_apu->reset( gbHardware & 1 ? gb_apu->mode_dmg : gb_apu->mode_cgb );
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}
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void gbSoundReset()
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remake_stereo_buffer();
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soundPaused = 1;
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soundPlay = 0;
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SOUND_CLOCK_TICKS = 20000;
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soundTicks = SOUND_CLOCK_TICKS;
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soundNextPosition = 0;
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soundMasterOn = 1;
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soundIndex = 0;
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soundBufferIndex = 0;
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soundLevel1 = 7;
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soundLevel2 = 7;
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soundVIN = 0;
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sound1On = 0;
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sound1ATL = 0;
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sound1Skip = 0;
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sound1Index = 0;
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sound1Continue = 0;
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sound1EnvelopeVolume = 0;
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sound1EnvelopeATL = 0;
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sound1EnvelopeUpDown = 0;
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sound1EnvelopeATLReload = 0;
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sound1SweepATL = 0;
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sound1SweepATLReload = 0;
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sound1SweepSteps = 0;
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sound1SweepUpDown = 0;
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sound1SweepStep = 0;
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sound1Wave = soundWavePattern[2];
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sound2On = 0;
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sound2ATL = 0;
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sound2Skip = 0;
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sound2Index = 0;
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sound2Continue = 0;
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sound2EnvelopeVolume = 0;
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sound2EnvelopeATL = 0;
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sound2EnvelopeUpDown = 0;
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sound2EnvelopeATLReload = 0;
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sound2Wave = soundWavePattern[2];
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sound3On = 0;
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sound3ATL = 0;
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sound3Skip = 0;
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sound3Index = 0;
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sound3Continue = 0;
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sound3OutputLevel = 0;
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sound4On = 0;
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sound4Clock = 0;
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sound4ATL = 0;
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sound4Skip = 0;
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sound4Index = 0;
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sound4ShiftRight = 0x7f;
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sound4NSteps = 0;
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sound4CountDown = 0;
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sound4Continue = 0;
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sound4EnvelopeVolume = 0;
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sound4EnvelopeATL = 0;
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sound4EnvelopeUpDown = 0;
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sound4EnvelopeATLReload = 0;
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// don't translate
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#ifndef FINAL_VERSION
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log("*** Sound Init Complete ***\n");
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}
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#endif
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sound1On = 0;
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sound2On = 0;
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sound3On = 0;
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sound4On = 0;
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int addr = 0xff30;
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while(addr < 0xff40) {
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gbMemory[addr++] = 0x00;
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gbMemory[addr++] = 0xff;
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}
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memset(soundFinalWave, 0x00, soundBufferLen);
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memset(soundFilter, 0, sizeof(soundFilter));
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soundEchoIndex = 0;
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}
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extern bool soundInit();
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void gbSoundSetQuality(int quality)
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{
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if(soundQuality != quality && systemCanChangeSoundQuality()) {
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if(!soundOffFlag)
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if ( soundQuality != quality )
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{
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if ( systemCanChangeSoundQuality() )
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{
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if ( !soundOffFlag )
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soundShutdown();
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soundQuality = quality;
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soundNextPosition = 0;
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if(!soundOffFlag)
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if ( !soundOffFlag )
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soundInit();
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//SOUND_CLOCK_TICKS = (gbSpeed ? 2 : 1) * 24 * soundQuality;
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soundIndex = 0;
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soundBufferIndex = 0;
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} else {
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soundNextPosition = 0;
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//SOUND_CLOCK_TICKS = (gbSpeed ? 2 : 1) * 24 * soundQuality;
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soundIndex = 0;
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soundBufferIndex = 0;
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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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}
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}
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void gbSoundSaveGame(gzFile gzFile)
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{
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// TODO: implement
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}
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void gbSoundReadGame(int version,gzFile gzFile)
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{
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// TODO: implement
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}
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struct gb_effects_config_t
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{
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bool enabled; // false = disable all effects
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float echo; // 0.0 = none, 1.0 = lots
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float stereo; // 0.0 = channels in center, 1.0 = channels on left/right
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bool surround; // true = put some channels in back
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};
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// Can be changed at any time, probably from another thread too.
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// Sound will notice changes during next 1/100 second.
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extern gb_effects_config_t gb_effects_config;
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@ -1,11 +1,11 @@
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// Gb_Snd_Emu 0.2.0 user configuration file. Don't replace when updating library.
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// $package user configuration file. Don't replace when updating library.
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#ifndef BLARGG_CONFIG_H
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#define BLARGG_CONFIG_H
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// Uncomment to have Gb_Apu run at 4x normal clock rate (16777216 Hz), useful in
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// a Game Boy Advance emulator.
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//#define GB_APU_OVERCLOCK 4
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#define GB_APU_OVERCLOCK 4
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// Uncomment to enable platform-specific (and possibly non-portable) optimizations.
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//#define BLARGG_NONPORTABLE 1
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