mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-12-26 03:01:50 +01:00
b1f11ed311
~ optimized VDP renderer buffers size ~ fixed directories automatic creation + added game screenshot feature + added game screenshot support in ROM File browser + improved Controller menu icons + added new images for the new Controller menu - removed unused images
197 lines
5.8 KiB
C
197 lines
5.8 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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* code by Eke-Eke (2007,2009)
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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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#include <asndlib.h>
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#include <oggplayer.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 (see below)
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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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/* Next DMA length */
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static u32 dma_len;
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/* Current delta between output & expected sample counts */
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static int delta;
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/* Expected sample count x 100 */
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static u32 dma_sync;
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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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void gx_audio_Init(void)
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{
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AUDIO_Init (NULL);
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AUDIO_SetDSPSampleRate (AI_SAMPLERATE_48KHZ);
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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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void gx_audio_Shutdown(void)
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{
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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 is called at the end of each frame
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Genesis Plus only provides sound data on completion of each frame.
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DMA sync and switching ensure we never access the active DMA buffer and sound clashes never happen
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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(void)
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{
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u32 size = dma_len;
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/* get audio samples */
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audio_update(dma_len);
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/* update DMA parameters */
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s16 *sb = (s16 *)(soundbuffer[mixbuffer]);
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mixbuffer ^= 1;
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size = size << 2;
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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 is automatically restarted when previous one is over */
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/* When DMA parameters are not updated, same soundbuffer is 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) frameticker = 1;
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}
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/* VIDEO interrupt sync: we approximate DMA length (see below) */
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/* DMA length should be 32 bytes so we use 800 or 808 samples */
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if (dma_sync)
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{
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delta += (dma_len * 100) - dma_sync;
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if (delta < 0) dma_len = 808;
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else dma_len = 800;
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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 resets 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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/* initialize default DMA length */
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/* PAL (50Hz): 20000 us period --> 960 samples/frame @48kHz */
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/* NTSC (60Hz): 16667 us period --> 800 samples/frame @48kHz */
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dma_len = vdp_pal ? 960 : 800;
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dma_sync = 0;
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mixbuffer = 0;
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delta = 0;
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/* reset sound buffers */
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memset(soundbuffer, 0, 2 * 3840);
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/* default */
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AUDIO_SetDSPSampleRate (AI_SAMPLERATE_48KHZ);
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AUDIO_RegisterDMACallback(NULL);
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/* let's use audio DMA to synchronize frame emulation */
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if (vdp_pal | gc_pal) AUDIO_RegisterDMACallback(ai_callback);
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/* 60hz video mode requires synchronization with Video interrupt */
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/* VSYNC period is 16715 us which is approx. 802.32 samples */
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/* to prevent audio/video desynchronization, we approximate the exact */
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/* number of samples by using alternate audio length */
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else dma_sync = 80232;
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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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/* stop emulator audio */
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AUDIO_StopDMA ();
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audioStarted = 0;
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/* restart menu audio */
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ASND_Init();
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ASND_Pause(0);
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if (Bg_music_ogg)
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{
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PauseOgg(0);
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PlayOgg(mem_open((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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