mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-11-09 12:25:16 +01:00
2b78421402
------ * improved 68k accuracy (initial reset timing + auto-vectored interrupts handling). * modified Z80 & 68k cores to directly use external cycle count instead of intermediate counters. * improved Z80 & 68k cpu execution/synchronization accuracy, now use Master Clock as common clock reference. * improved PSG & FM chips synchronization with CPU execution (fixed point precision). * completely rewrote sound output processing & mixing: sound chips are now clocked with exact output frame rate to ensure 100% smooth video & audio playback, with no lag or skipping, while still rendering an accurate number of samples per frame. This will also make fast-forward implementation (video AND sound) more trivial. * improved color accuracy in VDP highlight mode to match results observed on real hardware. * improved sprites processing timing accuracy: fixes (un)masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode). * improved horizontal blanking & HINT/VINT occurrence timing accuracy, as measured on real hardware. * improved H-Counter accuracy in 40-cell mode, as measured on real hardware. * optimized Z80 bus status signals * usual code cleanup [GCN/WII] --------- fixed ASNDLIB exit when returning to game fixed audio/video startup sync modified audio back-end engine according to new audio processing core (see above)
158 lines
4.6 KiB
C
158 lines
4.6 KiB
C
/****************************************************************************
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* gx_audio.c
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*
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* Genesis Plus GX audio support
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*
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* Softdev (2006)
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* Eke-Eke (2007,2008,2009)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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***************************************************************************/
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#include "shared.h"
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/* DMA soundbuffers (required to be 32-bytes aligned)
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Length is dimensionned for one frame of emulation (800/808 samples @60hz, 960 samples@50Hz)
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To prevent audio clashes, we use double buffering technique:
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one buffer is the active DMA buffer
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the other one is the current work buffer (updated during frame emulation)
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We do not need more since frame emulation and DMA operation are synchronized
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*/
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u8 soundbuffer[2][3840] ATTRIBUTE_ALIGN(32);
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/* Current work soundbuffer */
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u8 mixbuffer;
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/* audio DMA status */
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static u8 audioStarted = 0;
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/* Background music */
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static u8 *Bg_music_ogg = NULL;
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static u32 Bg_music_ogg_size = 0;
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/***************************************************************************************/
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/* Audio engine */
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/***************************************************************************************/
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/* Audio DMA callback */
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static void ai_callback(void)
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{
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frameticker++;
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}
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/* AUDIO engine initialization */
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void gx_audio_Init(void)
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{
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/* Initialize AUDIO hardware */
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/* Default samplerate is 48kHZ */
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/* Default DMA callback is programmed */
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ASND_Init();
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/* Load background music from FAT device */
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char fname[MAXPATHLEN];
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sprintf(fname,"%s/Bg_music.ogg",DEFAULT_PATH);
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FILE *f = fopen(fname,"rb");
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if (f)
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{
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struct stat filestat;
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stat(fname, &filestat);
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Bg_music_ogg_size = filestat.st_size;
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Bg_music_ogg = memalign(32,Bg_music_ogg_size);
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if (Bg_music_ogg) fread(Bg_music_ogg,1,Bg_music_ogg_size,f);
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fclose(f);
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}
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}
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/* AUDIO engine shutdown */
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void gx_audio_Shutdown(void)
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{
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PauseOgg(1);
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StopOgg();
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ASND_Pause(1);
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ASND_End();
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if (Bg_music_ogg) free(Bg_music_ogg);
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}
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/***
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gx_audio_Update
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This function retrieves samples for the frame then set the next DMA parameters
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Parameters will be taken in account only when current DMA operation is over
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***/
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void gx_audio_Update(int size)
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{
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/* set next DMA soundbuffer */
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s16 *sb = (s16 *)(soundbuffer[mixbuffer]);
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mixbuffer ^= 1;
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DCFlushRange((void *)sb, size);
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AUDIO_InitDMA((u32) sb, size);
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/* Start Audio DMA */
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/* this is only called once, DMA being automatically restarted when previous one is over */
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/* If DMA settings are not updated at that time, the same soundbuffer will be played again */
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if (!audioStarted)
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{
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audioStarted = 1;
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AUDIO_StartDMA();
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if (frameticker > 1)
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frameticker = 1;
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}
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}
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/***
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gx_audio_Start
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This function restart the audio engine
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This is called when coming back from Main Menu
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***/
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void gx_audio_Start(void)
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{
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/* shutdown menu audio */
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PauseOgg(1);
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StopOgg();
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ASND_Pause(1);
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ASND_End();
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audioStarted = 0;
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mixbuffer = 0;
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/* reset sound buffers */
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memset(soundbuffer, 0, 2 * 3840);
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/* By default, use audio DMA to synchronize frame emulation */
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if (gc_pal | vdp_pal)
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AUDIO_RegisterDMACallback(ai_callback);
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}
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/***
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gx_audio_Stop
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This function stops current Audio DMA process
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This is called when going back to Main Menu
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DMA need to be restarted when going back to the game (see above)
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***/
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void gx_audio_Stop(void)
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{
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/* restart menu audio (this will automatically stops current audio DMA) */
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ASND_Init();
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ASND_Pause(0);
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if (Bg_music_ogg && !Shutdown)
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{
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PauseOgg(0);
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PlayOgg((char *)Bg_music_ogg, Bg_music_ogg_size, 0, OGG_INFINITE_TIME);
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SetVolumeOgg(((int)config.bgm_volume * 255) / 100);
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}
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}
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