/* * SID_linux.h - 6581 emulation, Linux specific stuff * * Frodo (C) 1994-1997,2002-2005 Christian Bauer * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #include #include #include "utils.hh" #include "VIC.h" #include "Network.h" /* * Initialization */ void DigitalRenderer::init_sound(void) { int arg; unsigned long format; ready = false; devfd = open("/dev/dsp", O_WRONLY); if (devfd < 0) return; ioctl(devfd, SNDCTL_DSP_GETFMTS, &format); if (!(format & AFMT_S16_LE)) return; format = AFMT_S16_LE; ioctl(devfd, SNDCTL_DSP_SETFMT, &format); // Buffer size: 2^9 == 512 bytes. Note that too large buffers will not work // very well: The speed of the C64 is slowed down to an average speed of // 100% by the blocking write() call in EmulateLine(). If you use a buffer // of, say 4096 bytes, that will happen only about every 4 frames, which // means that the emulation runs much faster in some frames, and much // slower in others. // On really fast machines, it might make sense to use an even smaller // buffer size. arg = 0x00100009; ioctl(devfd, SNDCTL_DSP_SETFRAGMENT, &arg); arg = 0; ioctl(devfd, SNDCTL_DSP_STEREO, &arg); arg = 32000; ioctl(devfd, SNDCTL_DSP_SPEED, &arg); ioctl(devfd, SOUND_PCM_READ_RATE, &arg); if (arg < 30000 || arg > 45000) return; sndbufsize = 0; ioctl(devfd, SNDCTL_DSP_GETBLKSIZE, &sndbufsize); sound_buffer = new int16[sndbufsize]; ready = true; } /* * Destructor */ DigitalRenderer::~DigitalRenderer() { if (devfd >= 0) close(devfd); } /* * Pause sound output */ void DigitalRenderer::Pause(void) { } /* * Resume sound output */ void DigitalRenderer::Resume(void) { } /* * Fill buffer, sample volume (for sampled voice) */ void DigitalRenderer::PushVolume(uint8 vol) { static int divisor = 0; static int to_output = 0; static int buffer_pos = 0; sample_buf[sample_in_ptr] = vol; 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 ((buffer_pos + to_output) >= sndbufsize) { int datalen = sndbufsize - buffer_pos; ssize_t written; to_output -= datalen; calc_buffer(sound_buffer + buffer_pos, datalen*2); written = write(devfd, sound_buffer, sndbufsize*2); if (written < 0) warning("Failed to write sound\n"); buffer_pos = 0; } } void DigitalRenderer::EmulateLine(void) { if (!ready) return; this->PushVolume(volume); }