frodo-wii/Src/SID_wii.i

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/*
* SID_linux.i - 6581 emulation, Linux specific stuff
*
* Frodo (C) 1994-1997,2002 Christian Bauer
* Linux sound stuff by Bernd Schmidt
*/
#include "gcaudio.h"
#include "VIC.h"
/*
* Initialization
*/
void DigitalRenderer::init_sound(void)
{
this->sndbufsize = 512;
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ready = false;
InitialiseAudio();
ResetAudio();
this->sound_buffer = new int16[this->sndbufsize];
memset(this->sound_buffer, 0, sizeof(int16) * this->sndbufsize);
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ready = true;
}
/*
* Destructor
*/
DigitalRenderer::~DigitalRenderer()
{
StopAudio();
}
/*
* Pause sound output
*/
void DigitalRenderer::Pause(void)
{
StopAudio();
}
/*
* Resume sound output
*/
void DigitalRenderer::Resume(void)
{
/* Done by PlayAudio() */
}
/*
* Fill buffer, sample volume (for sampled voice)
*/
void DigitalRenderer::EmulateLine(void)
{
static int divisor = 0;
static int to_output = 0;
if (!ready)
return;
sample_buf[sample_in_ptr] = volume;
sample_in_ptr = (sample_in_ptr + 1) % SAMPLE_BUF_SIZE;
/*
* Now see how many samples have to be added for this line
*/
divisor += SAMPLE_FREQ;
while (divisor >= 0)
divisor -= TOTAL_RASTERS*SCREEN_FREQ, to_output++;
/*
* Calculate the sound data only when we have enough to fill
* the buffer entirely.
*/
if (to_output >= sndbufsize) {
int datalen = sndbufsize;
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to_output -= datalen;
calc_buffer(sound_buffer, datalen * 2);
PlaySound(sound_buffer, datalen);
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}
}