/**************************************************************************** * FCE Ultra 0.98.12 * Nintendo Wii/Gamecube Port * * Tantric September 2008 * eke-eke October 2008 * * gcaudio.c * * Audio driver ****************************************************************************/ #include #include #define SAMPLERATE 48000 #define MIXBUFSIZE_BYTES 16000 #define MIXBUFSIZE_SHORT (MIXBUFSIZE_BYTES / 2) #define MIXBUFSIZE_WORDS (MIXBUFSIZE_BYTES / 4) #define SOUNDBUFSIZE 2048 static u8 ConfigRequested = 0; static u8 soundbuffer[2][SOUNDBUFSIZE] ATTRIBUTE_ALIGN(32); static u8 mixbuffer[MIXBUFSIZE_BYTES]; 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 == MIXBUFSIZE_WORDS) mixtail = 0; done += 4; } // Realign to 32 bytes for DMA mixtail -= ((done&0x1f) >> 2); if (mixtail < 0) mixtail += MIXBUFSIZE_WORDS; done &= ~0x1f; return done; } /**************************************************************************** * AudioSwitchBuffers * * Manages which buffer is played next ***************************************************************************/ static void AudioSwitchBuffers() { if ( !ConfigRequested ) { int len = MixerCollect( soundbuffer[whichab], SOUNDBUFSIZE ); if (len == 0) return; 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, SOUNDBUFSIZE*2); memset(mixbuffer, 0, MIXBUFSIZE_BYTES); } /**************************************************************************** * 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, SOUNDBUFSIZE*2); memset(mixbuffer, 0, MIXBUFSIZE_BYTES); mixhead = mixtail = 0; } /**************************************************************************** * PlaySound * * Puts incoming mono samples into mixbuffer * Splits mono samples into two channels (stereo) ****************************************************************************/ void PlaySound( int16_t *Buffer, int count ) { u32 *dst = (u32 *)mixbuffer; int i; for( i = 0; i < count; i++ ) { u16 sample; sample = (Buffer[i] & 0xffff); dst[mixhead++] = sample | ( sample << 16); if (mixhead == MIXBUFSIZE_WORDS) mixhead = 0; } // Restart Sound Processing if stopped if (IsPlaying == 0) { AudioSwitchBuffers (); } }