mirror of
https://github.com/dborth/snes9xgx.git
synced 2024-12-26 11:11:49 +01:00
151 lines
3.4 KiB
C++
151 lines
3.4 KiB
C++
/****************************************************************************
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* Snes9x 1.51 Nintendo Wii/Gamecube Port
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*
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* softdev July 2006
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*
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* audio.cpp
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*
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* Audio driver
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* Audio is fixed to 32Khz/16bit/Stereo
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***************************************************************************/
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#include <gccore.h>
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#include <ogcsys.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <asndlib.h>
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#include "snes9x.h"
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#include "memmap.h"
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#include "s9xdebug.h"
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#include "cpuexec.h"
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#include "ppu.h"
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#include "apu.h"
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#include "display.h"
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#include "gfx.h"
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#include "soundux.h"
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#include "spc700.h"
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#include "spc7110.h"
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#include "controls.h"
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#include "video.h"
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extern int ConfigRequested;
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/*** Double buffered audio ***/
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#define AUDIOBUFFER 2048
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static unsigned char soundbuffer[2][AUDIOBUFFER] __attribute__ ((__aligned__ (32)));
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static int whichab = 0; /*** Audio buffer flip switch ***/
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#define AUDIOSTACK 16384
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static lwpq_t audioqueue;
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static lwp_t athread;
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static uint8 astack[AUDIOSTACK];
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/****************************************************************************
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* Audio Threading
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***************************************************************************/
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static void *
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AudioThread (void *arg)
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{
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LWP_InitQueue (&audioqueue);
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while (1)
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{
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whichab ^= 1;
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if (ConfigRequested)
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memset (soundbuffer[whichab], 0, AUDIOBUFFER);
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else
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{
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so.samples_mixed_so_far = so.play_position = 0;
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S9xMixSamples (soundbuffer[whichab], AUDIOBUFFER >> 1);
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}
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LWP_ThreadSleep (audioqueue);
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}
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return NULL;
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}
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/****************************************************************************
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* MixSamples
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* This continually calls S9xMixSamples On each DMA Completion
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***************************************************************************/
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static void
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GCMixSamples ()
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{
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if (!ConfigRequested)
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{
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AUDIO_StopDMA ();
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DCFlushRange (soundbuffer[whichab], AUDIOBUFFER);
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AUDIO_InitDMA ((u32) soundbuffer[whichab], AUDIOBUFFER);
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AUDIO_StartDMA ();
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LWP_ThreadSignal (audioqueue);
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}
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}
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/****************************************************************************
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* InitAudio
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***************************************************************************/
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void
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InitAudio ()
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{
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#ifdef NO_SOUND
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AUDIO_Init (NULL);
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#else
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ASND_Init();
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#endif
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LWP_CreateThread (&athread, AudioThread, NULL, astack, AUDIOSTACK, 100);
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}
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/****************************************************************************
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* SwitchAudioMode
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*
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* Switches between menu sound and emulator sound
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***************************************************************************/
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void
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SwitchAudioMode(int mode)
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{
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if(mode == 0) // emulator
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{
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#ifndef NO_SOUND
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ASND_Pause(1);
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AUDIO_StopDMA();
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AUDIO_SetDSPSampleRate(AI_SAMPLERATE_32KHZ);
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AUDIO_RegisterDMACallback(GCMixSamples);
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#endif
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}
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else // menu
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{
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#ifndef NO_SOUND
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ASND_Init();
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ASND_Pause(0);
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#else
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AUDIO_StopDMA();
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#endif
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}
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}
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/****************************************************************************
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* ShutdownAudio
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*
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* Shuts down audio subsystem. Useful to avoid unpleasant sounds if a
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* crash occurs during shutdown.
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***************************************************************************/
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void ShutdownAudio()
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{
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AUDIO_StopDMA();
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}
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/****************************************************************************
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* AudioStart
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*
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* Called to kick off the Audio Queue
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***************************************************************************/
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void
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AudioStart ()
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{
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GCMixSamples ();
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}
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