Genesis-Plus-GX/source/gx/gx_audio.c
ekeeke31 256d534ea6 ~fixed ASND support, DSP task is now allocated only once.
~fixed oggplayer memory leak (LWP queue was not closed properly)
~do no use VSYNC callback for emulation synchronization anymore, (always uses DMA interrupt regardless the video mode)
2009-06-15 08:07:48 +00:00

203 lines
6.1 KiB
C

/****************************************************************************
* gx_audio.c
*
* Genesis Plus GX audio support
*
* Softdev (2006)
* Eke-Eke (2007,2008,2009)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
***************************************************************************/
#include "shared.h"
/* DMA soundbuffers (required to be 32-bytes aligned)
Length is dimensionned for one frame of emulation (see below)
To prevent audio clashes, we use double buffering technique:
one buffer is the active DMA buffer
the other one is the current work buffer (updated during frame emulation)
We do not need more since frame emulation and DMA operation are synchronized
*/
u8 soundbuffer[2][3840] ATTRIBUTE_ALIGN(32);
/* Current work soundbuffer */
u8 mixbuffer;
/* Next DMA length */
static u32 dma_len;
/* Current delta between output & expected sample counts */
static int delta;
/* Expected sample count x 100 */
static u32 dma_sync;
/* audio DMA status */
static u8 audioStarted = 0;
/* Background music */
static u8 *Bg_music_ogg = NULL;
static u32 Bg_music_ogg_size = 0;
/***************************************************************************************/
/* Audio engine */
/***************************************************************************************/
/* Audio DMA callback */
static void ai_callback(void)
{
frameticker++;
}
/* AUDIO engine initialization */
void gx_audio_Init(void)
{
/* Initialize AUDIO hardware */
/* Default samplerate is 48kHZ */
/* Default DMA callback is programmed */
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 is called at the end of each frame
Genesis Plus only provides sound data on completion of each frame.
DMA sync and switching ensure we never access the active DMA buffer and sound clashes never happen
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
***/
void gx_audio_Update(void)
{
/* current DMA length */
u32 size = dma_len;
/* VIDEO interrupt synchronization: we approximate next DMA length (see below) */
/* VSYNC period is 16715 us which is approx. 802.32 samples */
/* DMA length should be a multiple of 32 bytes so we use either 800 or 808 samples */
if (dma_sync)
{
/* current samples delay */
delta += (size * 100) - dma_sync;
/* adjust next DMA length */
if (delta < 0) dma_len = 808;
else dma_len = 800;
}
/* retrieve audio samples */
audio_update(size);
/* set next DMA soundbuffer */
s16 *sb = (s16 *)(soundbuffer[mixbuffer]);
mixbuffer ^= 1;
size = size << 2;
DCFlushRange((void *)sb, size);
AUDIO_InitDMA((u32) sb, size);
/* Start Audio DMA */
/* this is only called once, DMA being automatically restarted when previous one is over */
/* If DMA settings are not updated at that time, the same soundbuffer will be played again */
if (!audioStarted)
{
audioStarted = 1;
AUDIO_StartDMA();
if (frameticker > 1) frameticker = 1;
}
}
/***
gx_audio_Start
This function restart the audio engine
This is called when coming back from Main Menu
***/
void gx_audio_Start(void)
{
/* shutdown menu audio */
PauseOgg(1);
StopOgg();
ASND_Pause(1);
AUDIO_StopDMA ();
audioStarted = 0;
/* initialize default DMA length */
/* PAL (50Hz): 20000 us period --> 960 samples/frame @48kHz */
/* NTSC (60Hz): 16667 us period --> 800 samples/frame @48kHz */
dma_len = vdp_pal ? 960 : 800;
mixbuffer = 0;
delta = 0;
/* reset sound buffers */
memset(soundbuffer, 0, 2 * 3840);
/* let's use audio DMA to synchronize frame emulation */
AUDIO_RegisterDMACallback(ai_callback);
/* 60hz video mode requires synchronization with Video interrupt */
/* VSYNC period is 16715 us which is approx. 802.32 samples */
/* to prevent audio/video desynchronization, we approximate the exact */
/* number of samples by changing audio DMA length on each frame */
if (vdp_pal | gc_pal)
dma_sync = 0;
else
dma_sync = 80232;
}
/***
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 (this will automatically stops current audio DMA) */
ASND_Init();
ASND_Pause(0);
if (Bg_music_ogg && !Shutdown)
{
PauseOgg(0);
PlayOgg(mem_open((char *)Bg_music_ogg, Bg_music_ogg_size), 0, OGG_INFINITE_TIME);
SetVolumeOgg(((int)config.bgm_volume * 255) / 100);
}
}