/**************************************************************************** * Snes9x Nintendo Wii/Gamecube Port * * softdev July 2006 * Tantric 2008-2010 * * audio.cpp * * Audio driver * Audio is fixed to 32Khz/16bit/Stereo ***************************************************************************/ #include #include #include #include #include #include #include "video.h" #include "snes9x/snes9x.h" #include "snes9x/memmap.h" #include "snes9x/cpuexec.h" #include "snes9x/ppu.h" #include "snes9x/apu/apu.h" #include "snes9x/display.h" #include "snes9x/gfx.h" #include "snes9x/spc7110.h" #include "snes9x/controls.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]; static mutex_t audiomutex = LWP_MUTEX_NULL; /**************************************************************************** * Audio Threading ***************************************************************************/ static void * AudioThread (void *arg) { LWP_InitQueue (&audioqueue); while (1) { whichab ^= 1; if (ConfigRequested) memset (soundbuffer[whichab], 0, AUDIOBUFFER); else { LWP_MutexLock(audiomutex); S9xMixSamples (soundbuffer[whichab], AUDIOBUFFER >> 1); LWP_MutexUnlock(audiomutex); } 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); } } static void FinalizeSamplesCallback (void *data) { LWP_MutexLock(audiomutex); S9xFinalizeSamples(); LWP_MutexUnlock(audiomutex); } /**************************************************************************** * InitAudio ***************************************************************************/ void InitAudio () { #ifdef NO_SOUND AUDIO_Init (NULL); AUDIO_SetDSPSampleRate(AI_SAMPLERATE_32KHZ); AUDIO_RegisterDMACallback(GCMixSamples); #else ASND_Init(); #endif LWP_MutexInit(&audiomutex, false); LWP_CreateThread (&athread, AudioThread, NULL, astack, AUDIOSTACK, 70); } /**************************************************************************** * 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 S9xSetSamplesAvailableCallback(FinalizeSamplesCallback, NULL); } else // menu { S9xSetSamplesAvailableCallback(NULL, NULL); #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 (); }