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https://github.com/Oibaf66/frodo-wii.git
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Use SDL sound for everything except Wii
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parent
5324a2e769
commit
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20
Src/SID.cpp
20
Src/SID.cpp
@ -1280,24 +1280,10 @@ void DigitalRenderer::calc_buffer(int16 *buf, long count)
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// Manufacturer independent sound is still just a dream...
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// Manufacturer independent sound is still just a dream...
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#if defined(__linux__)
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#if defined(GEKKO)
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#include "SID_linux.h"
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#elif defined(__mac__)
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#include "SID_mac.h"
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#elif defined(WIN32)
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#include "SID_WIN32.h"
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#elif defined(GEKKO)
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#include "SID_wii.h"
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#include "SID_wii.h"
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#else
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#else // No sound
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#include "SID_SDL.h"
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void DigitalRenderer::init_sound(void) {ready = false;}
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DigitalRenderer::~DigitalRenderer() {}
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void DigitalRenderer::EmulateLine(void) {}
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void DigitalRenderer::Pause(void) {}
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void DigitalRenderer::Resume(void) {}
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#endif
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#endif
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143
Src/SID_linux.h
143
Src/SID_linux.h
@ -1,143 +0,0 @@
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/*
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* SID_linux.h - 6581 emulation, Linux specific stuff
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*
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* Frodo (C) 1994-1997,2002-2005 Christian Bauer
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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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#include <unistd.h>
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#include <fcntl.h>
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#include <sys/ioctl.h>
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#include <linux/soundcard.h>
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#include "utils.hh"
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#include "VIC.h"
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#include "Network.h"
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/*
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* Initialization
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*/
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void DigitalRenderer::init_sound(void)
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{
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int arg;
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unsigned long format;
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ready = false;
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devfd = open("/dev/dsp", O_WRONLY);
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if (devfd < 0)
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return;
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ioctl(devfd, SNDCTL_DSP_GETFMTS, &format);
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if (!(format & AFMT_S16_LE))
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return;
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format = AFMT_S16_LE;
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ioctl(devfd, SNDCTL_DSP_SETFMT, &format);
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// Buffer size: 2^9 == 512 bytes. Note that too large buffers will not work
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// very well: The speed of the C64 is slowed down to an average speed of
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// 100% by the blocking write() call in EmulateLine(). If you use a buffer
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// of, say 4096 bytes, that will happen only about every 4 frames, which
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// means that the emulation runs much faster in some frames, and much
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// slower in others.
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// On really fast machines, it might make sense to use an even smaller
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// buffer size.
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arg = 0x00100009;
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ioctl(devfd, SNDCTL_DSP_SETFRAGMENT, &arg);
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arg = 0;
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ioctl(devfd, SNDCTL_DSP_STEREO, &arg);
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arg = 32000;
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ioctl(devfd, SNDCTL_DSP_SPEED, &arg);
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ioctl(devfd, SOUND_PCM_READ_RATE, &arg);
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if (arg < 30000 || arg > 45000)
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return;
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sndbufsize = 0;
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ioctl(devfd, SNDCTL_DSP_GETBLKSIZE, &sndbufsize);
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sound_buffer = new int16[sndbufsize];
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ready = true;
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}
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/*
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* Destructor
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*/
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DigitalRenderer::~DigitalRenderer()
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{
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if (devfd >= 0)
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close(devfd);
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}
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/*
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* Pause sound output
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*/
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void DigitalRenderer::Pause(void)
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{
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}
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/*
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* Resume sound output
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*/
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void DigitalRenderer::Resume(void)
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{
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}
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/*
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* Fill buffer, sample volume (for sampled voice)
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*/
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void DigitalRenderer::PushVolume(uint8 vol)
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{
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static int divisor = 0;
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static int to_output = 0;
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static int buffer_pos = 0;
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sample_buf[sample_in_ptr] = vol;
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sample_in_ptr = (sample_in_ptr + 1) % SAMPLE_BUF_SIZE;
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// Now see how many samples have to be added for this line
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divisor += SAMPLE_FREQ;
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while (divisor >= 0)
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divisor -= TOTAL_RASTERS*SCREEN_FREQ, to_output++;
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// Calculate the sound data only when we have enough to fill
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// the buffer entirely
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if ((buffer_pos + to_output) >= sndbufsize) {
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int datalen = sndbufsize - buffer_pos;
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ssize_t written;
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to_output -= datalen;
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calc_buffer(sound_buffer + buffer_pos, datalen*2);
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written = write(devfd, sound_buffer, sndbufsize*2);
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if (written < 0)
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warning("Failed to write sound\n");
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buffer_pos = 0;
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}
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}
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void DigitalRenderer::EmulateLine(void)
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{
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if (!ready)
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return;
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this->PushVolume(volume);
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}
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