snes9xgx/source/snes9x/unused/sound.cpp

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/**********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
zones (kasumitokoduck@yahoo.com)
(c) Copyright 2006 - 2007 nitsuja
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com)
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley,
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001-2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight,
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound DSP emulator code is derived from SNEeSe and OpenSPC:
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2007 zones
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
**********************************************************************************/
#ifndef __WIN32__
#include <devices/ahi.h>
#include <exec/exec.h>
#include <proto/ahi.h>
#include <proto/dos.h>
#include <proto/exec.h>
#include <clib/ahippc_protos.h>
#include <stdio.h>
#define EQ ==
#define MINBUFFLEN 10000
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <fcntl.h>
#include "snes9x.h"
#include "soundux.h"
extern SoundStatus so;
extern int AudioOpen(unsigned long freq, unsigned long bufsize, unsigned long bitrate, unsigned long stereo);
extern void AudioClose(void);
extern int OpenPrelude(ULONG Type, ULONG DefaultFreq, ULONG MinBuffSize);
extern void ClosePrelude(void);
extern int SoundSignal;
unsigned long DoubleBuffer;
//extern struct AHISampleInfo Sample0;
//extern struct AHISampleInfo Sample1;
//extern unsigned long BufferSize;
struct Library *AHIPPCBase;
struct Library *AHIBase;
struct MsgPort *AHImp=NULL;
struct AHIRequest *AHIio=NULL;
BYTE AHIDevice=-1;
struct AHIData *AHIData;
unsigned long Frequency = 0;
//unsigned long BufferSize = 0;
unsigned long BitRate = 0;
unsigned long Stereo = 0;
//unsigned long AHIError = 9;
BYTE InternSignal=-1;
int mixsamples;
extern int prelude;
#define REALSIZE (BitRate*Stereo)
struct AHIAudioModeRequester *req=NULL;
struct AHIAudioCtrl *actrl=NULL;
ULONG BufferLen=NULL;
/* this really should be dynamically allocated... */
#undef MAX_BUFFER_SIZE
#define MAX_BUFFER_SIZE 65536
#define MIN_BUFFER_SIZE 65536
#define MODE_MONO 0
#define MODE_STEREO 1
#define QUAL_8BIT 8
#define QUAL_16BIT 16
int test=0;
int test2=0;
int AudioOpen(unsigned long freq, unsigned long minbufsize, unsigned long bitrate, unsigned long stereo)
{
ULONG Type;
Frequency = freq;
so.playback_rate = Frequency;
if(stereo) so.stereo = TRUE;
else so.stereo = FALSE;
switch(bitrate)
{
case 8:
so.sixteen_bit = FALSE;
BitRate=1;
if(stereo)
{
Stereo=2;
Type = AHIST_S8S;
}
else
{
Stereo=1;
Type = AHIST_M8S;
}
break;
default: //defaulting to 16bit, because it means it won't crash atleast
case QUAL_16BIT:
so.sixteen_bit = TRUE;
BitRate=2;
if(stereo)
{
Stereo=2;
Type = AHIST_S16S;
}
else
{
Stereo=1;
Type = AHIST_M16S;
}
break;
}
if(prelude) prelude = OpenPrelude(Type, freq, minbufsize);
if(prelude) return 1; else printf("Defaulting to AHI...\n");
/* only 1 channel right? */
/* NOTE: The buffersize will not always be what you requested
* it finds the minimun AHI requires and then rounds it up to
* nearest 32 bytes. Check AHIData->BufferSize or Samples[n].something_Length
*/
if(AHIData = OpenAHI(1, Type, AHI_INVALID_ID, AHI_DEFAULT_FREQ, 0, minbufsize))
{
printf("AHI opened\n");
printf("BuffSize %d\n", AHIData->BufferSize);
}
else
{
printf("AHI failed to open: %d\n", AHIData);
return 0;
}
so.buffer_size = AHIData->BufferSize; // in bytes
if (so.buffer_size > MAX_BUFFER_SIZE) so.buffer_size = MAX_BUFFER_SIZE;
/* Lots of useful fields in the AHIData struct, have a look */
AHIBase = AHIData->AHIBase;
actrl = AHIData->AudioCtrl;
Frequency = AHIData->MixingFreq;
printf("signal %ld\n", AHIData->SoundFuncSignal);
Wait(AHIData->SoundFuncSignal);
/* I don't think it should start playing until there is something
* In the buffer, however to set off the SoundFunc it should
* probably go through the buffer at least once, just silently.
*/
AHI_SetFreq(0, Frequency, actrl, AHISF_IMM);
Wait(AHIData->SoundFuncSignal);
AHI_SetVol(0, 0x10000, 0x8000, actrl, AHISF_IMM);
mixsamples=AHIData->BufferSamples;
SoundSignal = AHIData->SoundFuncSignal;
return 1;
}
void AudioClose( void )
{
if(prelude) ClosePrelude();
else ;//CloseAHI(AHIData);
}
#include <wbstartup.h>
extern int main(int argc, char **argv);
void wbmain(struct WBStartup * argmsg)
{
char argv[1][]={"WarpSNES"};
int argc=1;
main(argc,(char **)argv);
}
#endif