/**************************************************************************** * gx_audio.c * * Genesis Plus GX audio support * * Copyright Eke-Eke (2007-2013), based on original work from Softdev (2006) * * Redistribution and use of this code or any derivative works are permitted * provided that the following conditions are met: * * - Redistributions may not be sold, nor may they be used in a commercial * product or activity. * * - Redistributions that are modified from the original source must include the * complete source code, including the source code for all components used by a * binary built from the modified sources. However, as a special exception, the * source code distributed need not include anything that is normally distributed * (in either source or binary form) with the major components (compiler, kernel, * and so on) of the operating system on which the executable runs, unless that * component itself accompanies the executable. * * - Redistributions must reproduce the above copyright notice, this list of * conditions and the following disclaimer in the documentation and/or other * materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * ****************************************************************************************/ #include "shared.h" /* Length is dimensionned for at least one frame of emulation */ #define SOUND_BUFFER_LEN 4096 /* Number of sound buffers */ #define SOUND_BUFFER_NUM 3 /* audio DMA status */ u32 audioStarted; /* DMA soundbuffers (required to be 32-bytes aligned) */ static u8 soundbuffer[SOUND_BUFFER_NUM][SOUND_BUFFER_LEN] ATTRIBUTE_ALIGN(32); /* Current work soundbuffer */ static u8 mixbuffer; /* Background music */ static u8 *Bg_music_ogg = NULL; static u32 Bg_music_ogg_size = 0; /* Frame Sync */ static u8 audio_sync; /***************************************************************************************/ /* Audio engine */ /***************************************************************************************/ /* Audio DMA callback */ static void ai_callback(void) { #ifdef LOG_TIMING u64 current = gettime(); if (prevtime) { delta_time[frame_cnt] = diff_nsec(prevtime, current); frame_cnt = (frame_cnt + 1) % LOGSIZE; } prevtime = current; #endif audio_sync = 0; } /* AUDIO engine initialization */ void gx_audio_Init(void) { /* Initialize AUDIO processing library (ASNDLIB) */ /* AUDIO & DSP hardware are initialized */ /* Default samplerate is set to 48kHz */ ASND_Init(); /* Load background music from FAT device */ char fname[MAXPATHLEN]; sprintf(fname,"%s/Bg_music.ogg",DEFAULT_PATH); FILE *f = fopen(fname,"rb"); if (f) { struct stat filestat; stat(fname, &filestat); Bg_music_ogg_size = filestat.st_size; Bg_music_ogg = memalign(32,Bg_music_ogg_size); if (Bg_music_ogg) { fread(Bg_music_ogg,1,Bg_music_ogg_size,f); } fclose(f); } } /* AUDIO engine shutdown */ void gx_audio_Shutdown(void) { PauseOgg(1); StopOgg(); ASND_Pause(1); ASND_End(); if (Bg_music_ogg) { free(Bg_music_ogg); } } /*** gx_audio_Update This function retrieves samples for the frame then set the next DMA parameters Parameters will be taken in account only when current DMA operation is over ***/ int gx_audio_Update(void) { if (!audio_sync) { /* Current available soundbuffer */ s16 *sb = (s16 *)(soundbuffer[mixbuffer]); /* Retrieve audio samples (size must be multiple of 32 bytes) */ int size = audio_update(sb) * 4; #ifdef LOG_TIMING if (prevtime && (frame_cnt < LOGSIZE - 1)) { delta_samp[frame_cnt + 1] = size; } else { delta_samp[0] = size; } #endif /* Update DMA settings */ DCFlushRange((void *)sb, size); AUDIO_InitDMA((u32) sb, size); mixbuffer = (mixbuffer + 1) % SOUND_BUFFER_NUM; audio_sync = 1; /* Start Audio DMA */ /* this is called once to kick-off DMA from external memory to audio interface */ /* DMA operation is automatically restarted when all samples have been sent. */ /* If DMA settings are not updated at that time, previous sound buffer will be used. */ /* Therefore we need to make sure frame emulation is completed before current DMA is */ /* completed, by synchronizing frame emulation with DMA start and also by syncing it */ /* with Video Interrupt and outputing a suitable number of samples per frame. */ if (!audioStarted) { /* restart audio DMA */ AUDIO_StopDMA(); AUDIO_StartDMA(); audioStarted = 1; } return SYNC_AUDIO; } return NO_SYNC; } /*** gx_audio_Start This function restart the audio engine This is called when coming back from Main Menu ***/ void gx_audio_Start(void) { /* shutdown background music */ PauseOgg(1); StopOgg(); /* shutdown menu audio processing */ ASND_Pause(1); ASND_End(); AUDIO_StopDMA(); AUDIO_RegisterDMACallback(NULL); DSP_Halt(); /* DMA Interrupt callback */ AUDIO_RegisterDMACallback(ai_callback); /* reset emulation audio processing */ memset(soundbuffer, 0, 3 * SOUND_BUFFER_LEN); audioStarted = 0; mixbuffer = 0; audio_sync = 0; } /*** gx_audio_Stop This function stops current Audio DMA process This is called when going back to Main Menu DMA need to be restarted when going back to the game (see above) ***/ void gx_audio_Stop(void) { /* restart menu audio processing */ DSP_Unhalt(); ASND_Init(); ASND_Pause(0); /* play background music */ if (Bg_music_ogg && !Shutdown) { PauseOgg(0); PlayOgg((char *)Bg_music_ogg, Bg_music_ogg_size, 0, OGG_INFINITE_TIME); SetVolumeOgg(((int)config.bgm_volume * 255) / 100); } }