/**************************************************************************** * Snes9x 1.51 Nintendo Wii/Gamecube Port * * softdev July 2006 * * audio.cpp * * Audio driver * Audio is fixed to 32Khz/16bit/Stereo ***************************************************************************/ #include #include #include #include #include #include #include "snes9x.h" #include "memmap.h" #include "s9xdebug.h" #include "cpuexec.h" #include "ppu.h" #include "apu.h" #include "display.h" #include "gfx.h" #include "soundux.h" #include "spc700.h" #include "spc7110.h" #include "controls.h" #include "video.h" extern int ConfigRequested; /*** Double buffered audio ***/ #define AUDIOBUFFER 2048 static unsigned char soundbuffer[2][AUDIOBUFFER] __attribute__ ((__aligned__ (32))); static int whichab = 0; /*** Audio buffer flip switch ***/ #define AUDIOSTACK 16384 static lwpq_t audioqueue; static lwp_t athread; static uint8 astack[AUDIOSTACK]; /**************************************************************************** * Audio Threading ***************************************************************************/ static void * AudioThread (void *arg) { LWP_InitQueue (&audioqueue); while (1) { whichab ^= 1; if (ConfigRequested) memset (soundbuffer[whichab], 0, AUDIOBUFFER); else { so.samples_mixed_so_far = so.play_position = 0; S9xMixSamples (soundbuffer[whichab], AUDIOBUFFER >> 1); } LWP_ThreadSleep (audioqueue); } return NULL; } /**************************************************************************** * MixSamples * This continually calls S9xMixSamples On each DMA Completion ***************************************************************************/ static void GCMixSamples () { if (!ConfigRequested) { AUDIO_StopDMA (); DCFlushRange (soundbuffer[whichab], AUDIOBUFFER); AUDIO_InitDMA ((u32) soundbuffer[whichab], AUDIOBUFFER); AUDIO_StartDMA (); LWP_ThreadSignal (audioqueue); } } /**************************************************************************** * InitAudio ***************************************************************************/ void InitAudio () { #ifdef NO_SOUND AUDIO_Init (NULL); AUDIO_SetDSPSampleRate(AI_SAMPLERATE_32KHZ); AUDIO_RegisterDMACallback(GCMixSamples); #else ASND_Init(); #endif LWP_CreateThread (&athread, AudioThread, NULL, astack, AUDIOSTACK, 100); } /**************************************************************************** * SwitchAudioMode * * Switches between menu sound and emulator sound ***************************************************************************/ void SwitchAudioMode(int mode) { if(mode == 0) // emulator { #ifndef NO_SOUND ASND_Pause(1); AUDIO_StopDMA(); AUDIO_SetDSPSampleRate(AI_SAMPLERATE_32KHZ); AUDIO_RegisterDMACallback(GCMixSamples); #endif } else // menu { #ifndef NO_SOUND ASND_Init(); ASND_Pause(0); #else AUDIO_StopDMA(); #endif } } /**************************************************************************** * ShutdownAudio * * Shuts down audio subsystem. Useful to avoid unpleasant sounds if a * crash occurs during shutdown. ***************************************************************************/ void ShutdownAudio() { AUDIO_StopDMA(); } /**************************************************************************** * AudioStart * * Called to kick off the Audio Queue ***************************************************************************/ void AudioStart () { GCMixSamples (); }