frodo-wii/Src/SID_linux.i
2008-12-31 16:16:24 +00:00

126 lines
2.6 KiB
OpenEdge ABL

/*
* SID_linux.i - 6581 emulation, Linux specific stuff
*
* Frodo (C) 1994-1997,2002 Christian Bauer
* Linux sound stuff by Bernd Schmidt
*/
#include <unistd.h>
#include <fcntl.h>
#include <sys/ioctl.h>
#include <linux/soundcard.h>
#include "VIC.h"
/*
* Initialization
*/
void DigitalRenderer::init_sound(void)
{
int tmp;
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.
*/
tmp = 0x00100009;
ioctl(devfd, SNDCTL_DSP_SETFRAGMENT, &tmp);
tmp = 0;
ioctl(devfd, SNDCTL_DSP_STEREO, &tmp);
tmp = 44100;
ioctl(devfd, SNDCTL_DSP_SPEED, &tmp);
ioctl(devfd, SOUND_PCM_READ_RATE, &tmp);
if (tmp < 43000 || tmp > 45000)
return;
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::EmulateLine(void)
{
static int divisor = 0;
static int to_output = 0;
static int buffer_pos = 0;
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++;
/*
* 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;
to_output -= datalen;
calc_buffer(sound_buffer + buffer_pos, datalen*2);
write(devfd, sound_buffer, sndbufsize*2);
buffer_pos = 0;
}
}