/**************************************************************************** * FCE Ultra * Nintendo Wii/Gamecube Port * * Tantric 2008-2009 * eke-eke October 2008 * * gcaudio.cpp * * Audio driver ****************************************************************************/ #include #include #include #include "fceusupport.h" static u8 ConfigRequested = 0; static u8 soundbuffer[2][3840] ATTRIBUTE_ALIGN(32); static u8 mixbuffer[16000]; static int mixhead = 0; static int mixtail = 0; static int whichab = 0; static int IsPlaying = 0; static int samplerate; /**************************************************************************** * MixerCollect * * Collects sound samples from mixbuffer and puts them into outbuffer * Makes sure to align them to 32 bytes for AUDIO_InitDMA ***************************************************************************/ static int MixerCollect( u8 *outbuffer, int len ) { u32 *dst = (u32 *)outbuffer; u32 *src = (u32 *)mixbuffer; int done = 0; // Always clear output buffer memset(outbuffer, 0, len); while ( ( mixtail != mixhead ) && ( done < len ) ) { *dst++ = src[mixtail++]; if (mixtail == 4000) mixtail = 0; done += 4; } // Realign to 32 bytes for DMA mixtail -= ((done&0x1f) >> 2); if (mixtail < 0) mixtail += 4000; done &= ~0x1f; if (!done) return len >> 1; return done; } /**************************************************************************** * AudioSwitchBuffers * * Manages which buffer is played next ***************************************************************************/ static void AudioSwitchBuffers() { if ( !ConfigRequested ) { whichab ^= 1; int len = MixerCollect( soundbuffer[whichab], 3840 ); DCFlushRange(soundbuffer[whichab], len); AUDIO_InitDMA((u32)soundbuffer[whichab], len); IsPlaying = 1; } else IsPlaying = 0; } /**************************************************************************** * InitialiseAudio * * Initializes sound system on first load of emulator ***************************************************************************/ void InitialiseAudio() { #ifdef NO_SOUND AUDIO_Init (NULL); AUDIO_SetDSPSampleRate(AI_SAMPLERATE_48KHZ); AUDIO_RegisterDMACallback(AudioSwitchBuffers); #else ASND_Init(); #endif memset(soundbuffer, 0, 3840*2); memset(mixbuffer, 0, 16000); } /**************************************************************************** * ResetAudio * * Reset audio output when loading a new game ***************************************************************************/ void ResetAudio() { memset(soundbuffer, 0, 3840*2); memset(mixbuffer, 0, 16000); mixhead = mixtail = 0; } /**************************************************************************** * SwitchAudioMode * * Switches between menu sound and emulator sound ***************************************************************************/ void SwitchAudioMode(int mode) { if(mode == 0) // emulator { #ifndef NO_SOUND ASND_Pause(1); AUDIO_StopDMA(); AUDIO_RegisterDMACallback(AudioSwitchBuffers); #endif memset(soundbuffer[0],0,3840); memset(soundbuffer[1],0,3840); DCFlushRange(soundbuffer[0],3840); DCFlushRange(soundbuffer[1],3840); AUDIO_InitDMA((u32)soundbuffer[whichab],3200); AUDIO_StartDMA(); } else // menu { IsPlaying = 0; #ifndef NO_SOUND ASND_Init(); ASND_Pause(0); #else AUDIO_StopDMA(); #endif } } /**************************************************************************** * ShutdownAudio * * Shuts down audio subsystem. Useful to avoid unpleasant sounds if a * crash occurs during shutdown. ***************************************************************************/ void ShutdownAudio() { AUDIO_StopDMA(); } /**************************************************************************** * PlaySound * * Puts incoming mono samples into mixbuffer * Splits mono samples into two channels (stereo) ****************************************************************************/ void PlaySound( int32 *Buffer, int count ) { int i; u16 sample; u32 *dst = (u32 *)mixbuffer; for( i = 0; i < count; i++ ) { sample = Buffer[i] & 0xffff; dst[mixhead++] = sample | ( sample << 16); if (mixhead == 4000) mixhead = 0; } // Restart Sound Processing if stopped if (IsPlaying == 0) { AudioSwitchBuffers (); } } void UpdateSampleRate(int rate) { samplerate = rate; } void SetSampleRate() { FCEUI_Sound(samplerate); }