mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-23 11:59:23 +01:00
143 lines
2.8 KiB
OpenEdge ABL
143 lines
2.8 KiB
OpenEdge ABL
/*
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* SID_linux.i - 6581 emulation, Linux specific stuff
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*
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* Frodo (C) 1994-1997,2002 Christian Bauer
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* Linux sound stuff by Bernd Schmidt
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*/
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#include <unistd.h>
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#include <fcntl.h>
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#include <SDL.h>
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#include <SDL_mixer.h>
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#include "VIC.h"
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static int divisor = 0;
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static int to_output = 0;
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void DigitalRenderer::fill_audio(Uint8 *stream, int len)
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{
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int cnt = 0;
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int bytes_to_write = to_output * sizeof(Uint16);
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int buf_size = this->sndbufsize * sizeof(Uint16);
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/* Wii is stereo-only, so divide the buffer by two */
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len = len / 2;
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memset(stream, 0, len);
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if (to_output <= 0)
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return;
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while (cnt < bytes_to_write && cnt < len)
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{
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int datalen = buf_size;
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static Uint16 real_buf[4096];
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int i;
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if (datalen > bytes_to_write)
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datalen = bytes_to_write;
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if (datalen > len - cnt)
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datalen = len - cnt;
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calc_buffer(sound_buffer, datalen);
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/* ... and calculate a real stereo buffer */
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for (i = 0; i < datalen; i++)
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{
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real_buf[i*2] = sound_buffer[i];
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real_buf[i*2+1] = sound_buffer[i];
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}
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/* and output it */
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memcpy(stream + cnt*2, (Uint8*)real_buf, datalen * 2);
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cnt += datalen;
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}
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if (to_output - cnt / 2 <= 0)
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to_output = 0;
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else
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to_output -= cnt / 2;
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}
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void DigitalRenderer::fill_audio_helper(void *udata, Uint8 *stream, int len)
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{
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DigitalRenderer *p_this = (DigitalRenderer *)udata;
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p_this->fill_audio(stream, len);
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}
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/*
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* Initialization
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*/
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void DigitalRenderer::init_sound(void)
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{
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this->sndbufsize = 512;
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/* Set the audio format */
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this->spec.freq = 44100;
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this->spec.format = AUDIO_S16MSB;
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this->spec.channels = 2; /* 1 = mono, 2 = stereo */
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this->spec.samples = 512;
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this->spec.callback = this->fill_audio_helper;
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this->spec.userdata = (void*)this;
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ready = false;
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if ( SDL_OpenAudio(&this->spec, NULL) < 0 ) {
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fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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return ;
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}
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this->sound_buffer = new int16[this->sndbufsize];
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ready = true;
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SDL_PauseAudio(0);
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}
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/*
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* Destructor
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*/
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DigitalRenderer::~DigitalRenderer()
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{
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SDL_CloseAudio();
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}
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/*
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* Pause sound output
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*/
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void DigitalRenderer::Pause(void)
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{
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SDL_PauseAudio(1);
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}
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/*
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* Resume sound output
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*/
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void DigitalRenderer::Resume(void)
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{
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SDL_PauseAudio(0);
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}
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/*
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* Fill buffer, sample volume (for sampled voice)
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*/
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void DigitalRenderer::EmulateLine(void)
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{
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if (!ready)
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return;
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sample_buf[sample_in_ptr] = volume;
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sample_in_ptr = (sample_in_ptr + 1) % SAMPLE_BUF_SIZE;
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/*
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* Now see how many samples have to be added for this line
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*/
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divisor += SAMPLE_FREQ;
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while (divisor >= 0)
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divisor -= TOTAL_RASTERS*SCREEN_FREQ, to_output++;
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}
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