/* * SID_linux.i - 6581 emulation, Linux specific stuff * * Frodo (C) 1994-1997,2002 Christian Bauer * Linux sound stuff by Bernd Schmidt */ #include #include #include #include #include "VIC.h" static int divisor = 0; static int to_output = 0; void DigitalRenderer::fill_audio(Uint8 *stream, int len) { int cnt = 0; int bytes_to_write = to_output * sizeof(Uint16); int buf_size = this->sndbufsize * sizeof(Uint16); /* Wii is stereo-only, so divide the buffer by two */ len = len / 2; memset(stream, 0, len); if (to_output <= 0) return; while (cnt < bytes_to_write && cnt < len) { int datalen = buf_size; static Uint16 real_buf[4096]; int i; if (datalen > bytes_to_write) datalen = bytes_to_write; if (datalen > len - cnt) datalen = len - cnt; calc_buffer(sound_buffer, datalen); /* ... and calculate a real stereo buffer */ for (i = 0; i < datalen; i++) { real_buf[i*2] = sound_buffer[i]; real_buf[i*2+1] = sound_buffer[i]; } /* and output it */ memcpy(stream + cnt*2, (Uint8*)real_buf, datalen * 2); cnt += datalen; } if (to_output - cnt / 2 <= 0) to_output = 0; else to_output -= cnt / 2; } void DigitalRenderer::fill_audio_helper(void *udata, Uint8 *stream, int len) { DigitalRenderer *p_this = (DigitalRenderer *)udata; p_this->fill_audio(stream, len); } /* * Initialization */ void DigitalRenderer::init_sound(void) { this->sndbufsize = 512; /* Set the audio format */ this->spec.freq = 44100; this->spec.format = AUDIO_S16MSB; this->spec.channels = 2; /* 1 = mono, 2 = stereo */ this->spec.samples = 512; this->spec.callback = this->fill_audio_helper; this->spec.userdata = (void*)this; ready = false; if ( SDL_OpenAudio(&this->spec, NULL) < 0 ) { fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); return ; } this->sound_buffer = new int16[this->sndbufsize]; ready = true; SDL_PauseAudio(0); } /* * Destructor */ DigitalRenderer::~DigitalRenderer() { SDL_CloseAudio(); } /* * Pause sound output */ void DigitalRenderer::Pause(void) { SDL_PauseAudio(1); } /* * Resume sound output */ void DigitalRenderer::Resume(void) { SDL_PauseAudio(0); } /* * Fill buffer, sample volume (for sampled voice) */ void DigitalRenderer::EmulateLine(void) { if (!ready) return; 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++; }