mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-22 19:39:24 +01:00
Use gc audio (not working yet)
This commit is contained in:
parent
4d09c7252b
commit
2cc88f4b8e
2
Makefile
2
Makefile
@ -58,7 +58,7 @@ export DEPSDIR := $(CURDIR)/$(BUILD)
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#---------------------------------------------------------------------------------
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# automatically build a list of object files for our project
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#---------------------------------------------------------------------------------
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CFILES := char_to_kc.c
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CFILES := char_to_kc.c gcaudio.c
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CPPFILES := Display.cpp main.cpp Prefs.cpp SID.cpp REU.cpp IEC.cpp 1541fs.cpp \
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1541d64.cpp 1541t64.cpp 1541job.cpp SAM.cpp C64.cpp CPUC64.cpp VIC.cpp \
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CIA.cpp CPU1541.cpp menu.cpp
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@ -269,6 +269,8 @@ void MOS6581::SetState(MOS6581State *ss)
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#if defined(AMIGA) || defined(__riscos__)
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const uint32 SAMPLE_FREQ = 22050; // Sample output frequency in Hz
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#elif defined(GEKKO)
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const uint32 SAMPLE_FREQ = 48000;
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#else
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const uint32 SAMPLE_FREQ = 44100; // Sample output frequency in Hz
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#endif
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@ -1362,6 +1364,9 @@ void DigitalRenderer::calc_buffer(int16 *buf, long count)
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#elif defined(AMIGA)
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#include "SID_Amiga.i"
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#elif defined(GEKKO)
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#include "SID_wii.i"
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#elif defined(HAVE_SDL)
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#include "SID_SDL.i"
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@ -1383,9 +1388,6 @@ void DigitalRenderer::calc_buffer(int16 *buf, long count)
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#elif defined(__riscos__)
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#include "SID_Acorn.i"
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#elif defined(GEKKO)
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#include "SID_wii.i"
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#else // No sound
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void DigitalRenderer::init_sound(void) {ready = false;}
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DigitalRenderer::~DigitalRenderer() {}
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93
Src/SID_wii.i
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93
Src/SID_wii.i
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@ -0,0 +1,93 @@
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/*
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* SID_linux.i - 6581 emulation, Linux specific stuff
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*
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* Frodo (C) 1994-1997,2002 Christian Bauer
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* Linux sound stuff by Bernd Schmidt
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*/
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#include "gcaudio.h"
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#include "VIC.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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this->sndbufsize = 1024;
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ready = false;
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InitialiseAudio();
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ResetAudio();
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this->sound_buffer = new int16[this->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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StopAudio();
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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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StopAudio();
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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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/* Done by PlayAudio() */
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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::EmulateLine(void)
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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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if (!ready)
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return;
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sample_buf[sample_in_ptr] = volume;
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sample_in_ptr = (sample_in_ptr + 1) % SAMPLE_BUF_SIZE;
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/*
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* Now see how many samples have to be added for this line
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*/
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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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/*
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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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*/
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if ((buffer_pos + to_output) >= sndbufsize) {
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int datalen = sndbufsize - buffer_pos;
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to_output -= datalen;
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calc_buffer(sound_buffer + buffer_pos, datalen*2);
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PlaySound((uint16_t*)sound_buffer, sndbufsize);
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buffer_pos = 0;
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}
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}
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140
Src/gcaudio.c
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140
Src/gcaudio.c
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@ -0,0 +1,140 @@
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/****************************************************************************
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* FCE Ultra 0.98.12
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* Nintendo Wii/Gamecube Port
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*
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* Tantric September 2008
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* eke-eke October 2008
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*
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* gcaudio.c
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*
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* Audio driver
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****************************************************************************/
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#include <gccore.h>
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#include <string.h>
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#define SAMPLERATE 48000
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static u8 ConfigRequested = 0;
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static u8 soundbuffer[2][3840] ATTRIBUTE_ALIGN(32);
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static u8 mixbuffer[16000];
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static int mixhead = 0;
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static int mixtail = 0;
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static int whichab = 0;
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static int IsPlaying = 0;
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/****************************************************************************
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* MixerCollect
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*
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* Collects sound samples from mixbuffer and puts them into outbuffer
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* Makes sure to align them to 32 bytes for AUDIO_InitDMA
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***************************************************************************/
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static int MixerCollect( u8 *outbuffer, int len )
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{
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u32 *dst = (u32 *)outbuffer;
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u32 *src = (u32 *)mixbuffer;
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int done = 0;
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// Always clear output buffer
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memset(outbuffer, 0, len);
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while ( ( mixtail != mixhead ) && ( done < len ) )
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{
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*dst++ = src[mixtail++];
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if (mixtail == 4000) mixtail = 0;
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done += 4;
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}
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// Realign to 32 bytes for DMA
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mixtail -= ((done&0x1f) >> 2);
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if (mixtail < 0)
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mixtail += 4000;
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done &= ~0x1f;
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if (!done)
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return len >> 1;
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return done;
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}
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/****************************************************************************
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* AudioSwitchBuffers
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*
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* Manages which buffer is played next
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***************************************************************************/
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static void AudioSwitchBuffers()
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{
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if ( !ConfigRequested )
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{
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int len = MixerCollect( soundbuffer[whichab], 3840 );
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DCFlushRange(soundbuffer[whichab], len);
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AUDIO_InitDMA((u32)soundbuffer[whichab], len);
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AUDIO_StartDMA();
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whichab ^= 1;
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IsPlaying = 1;
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}
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else IsPlaying = 0;
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}
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/****************************************************************************
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* InitialiseAudio
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*
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* Initializes sound system on first load of emulator
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***************************************************************************/
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void InitialiseAudio()
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{
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AUDIO_Init(NULL); // Start audio subsystem
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AUDIO_SetDSPSampleRate(AI_SAMPLERATE_48KHZ);
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AUDIO_RegisterDMACallback( AudioSwitchBuffers );
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memset(soundbuffer, 0, 3840*2);
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memset(mixbuffer, 0, 16000);
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}
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/****************************************************************************
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* StopAudio
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*
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* Pause audio output when returning to menu
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***************************************************************************/
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void StopAudio()
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{
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AUDIO_StopDMA();
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IsPlaying = 0;
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}
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/****************************************************************************
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* ResetAudio
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*
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* Reset audio output when loading a new game
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***************************************************************************/
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void ResetAudio()
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{
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memset(soundbuffer, 0, 3840*2);
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memset(mixbuffer, 0, 16000);
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mixhead = mixtail = 0;
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}
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/****************************************************************************
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* PlaySound
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*
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* Puts incoming mono samples into mixbuffer
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* Splits mono samples into two channels (stereo)
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****************************************************************************/
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void PlaySound( uint16_t *Buffer, int count )
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{
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int i;
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u16 sample;
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u32 *dst = (u32 *)mixbuffer;
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for( i = 0; i < count; i++ )
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{
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sample = Buffer[i];
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dst[mixhead++] = sample | ( sample << 16);
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if (mixhead == 4000)
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mixhead = 0;
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}
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// Restart Sound Processing if stopped
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if (IsPlaying == 0)
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{
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AudioSwitchBuffers ();
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}
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}
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Src/gcaudio.h
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27
Src/gcaudio.h
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/****************************************************************************
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* From the FCE Ultra 0.98.12
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* Nintendo Wii/Gamecube Port
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*
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* Tantric September 2008
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* eke-eke October 2008
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* Simon Kagstrom Jan 2009
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*
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* gcaudio.h
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*
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* Audio driver
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****************************************************************************/
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#include <stdint.h>
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#if defined(__cplusplus)
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extern "C" {
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#endif
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void InitialiseAudio();
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void StopAudio();
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void ResetAudio();
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void PlaySound( uint16_t *Buffer, int samples );
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#if defined(__cplusplus)
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};
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#endif
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@ -34,7 +34,7 @@ extern "C" int main(int argc, char **argv)
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fatInitDefault();
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// Init SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fprintf(stderr, "Couldn't initialize SDL (%s)\n", SDL_GetError());
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return 0;
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}
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