/* * SID_linux.i - 6581 emulation, Linux specific stuff * * Frodo (C) 1994-1997,2002 Christian Bauer * Wii sound stuff by Simon Kagstrom */ #include "gcaudio.h" #include "VIC.h" #include "Network.h" /* * Initialization */ void DigitalRenderer::init_sound(void) { this->sndbufsize = 512; ready = false; InitialiseAudio(); ResetAudio(); this->sound_buffer = new int16[this->sndbufsize]; memset(this->sound_buffer, 0, sizeof(int16) * this->sndbufsize); 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; Network::PushSound(volume); 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; to_output -= datalen; calc_buffer(sound_buffer, datalen * 2); PlaySound(sound_buffer, datalen); } }