frodo-wii/Src/gcaudio.c

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/****************************************************************************
* FCE Ultra 0.98.12
* Nintendo Wii/Gamecube Port
*
* Tantric September 2008
* eke-eke October 2008
*
* gcaudio.c
*
* Audio driver
****************************************************************************/
#include <gccore.h>
#include <string.h>
#define SAMPLERATE 48000
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;
/****************************************************************************
* 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 )
{
int len = MixerCollect( soundbuffer[whichab], 3840 );
DCFlushRange(soundbuffer[whichab], len);
AUDIO_InitDMA((u32)soundbuffer[whichab], len);
AUDIO_StartDMA();
whichab ^= 1;
IsPlaying = 1;
}
else IsPlaying = 0;
}
/****************************************************************************
* InitialiseAudio
*
* Initializes sound system on first load of emulator
***************************************************************************/
void InitialiseAudio()
{
AUDIO_Init(NULL); // Start audio subsystem
AUDIO_SetDSPSampleRate(AI_SAMPLERATE_48KHZ);
AUDIO_RegisterDMACallback( AudioSwitchBuffers );
memset(soundbuffer, 0, 3840*2);
memset(mixbuffer, 0, 16000);
}
/****************************************************************************
* StopAudio
*
* Pause audio output when returning to menu
***************************************************************************/
void StopAudio()
{
AUDIO_StopDMA();
IsPlaying = 0;
}
/****************************************************************************
* ResetAudio
*
* Reset audio output when loading a new game
***************************************************************************/
void ResetAudio()
{
memset(soundbuffer, 0, 3840*2);
memset(mixbuffer, 0, 16000);
mixhead = mixtail = 0;
}
/****************************************************************************
* PlaySound
*
* Puts incoming mono samples into mixbuffer
* Splits mono samples into two channels (stereo)
****************************************************************************/
void PlaySound( int16_t *Buffer, int count )
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{
int i;
u16 sample;
u32 *dst = (u32 *)mixbuffer;
u32 level;
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/* Protect against interrupts while adjusting head */
level = IRQ_Disable();
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for( i = 0; i < count; i++ )
{
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/* FIXME simonk: 8192 is a Frodo artifact. Not sure why this
* is needed */
sample = (Buffer[i] & 0xffff) + 8192;
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dst[mixhead++] = sample | ( sample << 16);
if (mixhead == 4000)
mixhead = 0;
}
IRQ_Restore(level);
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// Restart Sound Processing if stopped
if (IsPlaying == 0)
{
AudioSwitchBuffers ();
}
}