update audio core to match VBA-M (BUG: static added to GBA sound!)

This commit is contained in:
dborth 2009-01-10 08:03:58 +00:00
parent ad6f2134fc
commit 5dcdb7e86a
11 changed files with 159 additions and 140 deletions

View File

@ -13,6 +13,8 @@
#include <stdlib.h>
#include <string.h>
#include "audio.h"
extern int ConfigRequested;
/** Locals **/
@ -31,7 +33,7 @@ static int IsPlaying = 0;
/****************************************************************************
* MIXER_GetSamples
***************************************************************************/
static int MIXER_GetSamples( u8 *dstbuffer, int maxlen )
static int MIXER_GetSamples(u8 *dstbuffer, int maxlen)
{
u32 *src = (u32 *)mixerdata;
u32 *dst = (u32 *)dstbuffer;
@ -55,61 +57,17 @@ static int MIXER_GetSamples( u8 *dstbuffer, int maxlen )
static void AudioPlayer()
{
if ( !ConfigRequested )
if (IsPlaying)
{
int len = MIXER_GetSamples(soundbuffer[whichab], 3200);
DCFlushRange(soundbuffer[whichab],len);
AUDIO_InitDMA((u32)soundbuffer[whichab],len);
AUDIO_StartDMA();
DCFlushRange(soundbuffer[whichab],len);
whichab ^= 1;
IsPlaying = 1;
}
else
IsPlaying = 0;
}
/****************************************************************************
* MIXER_AddSamples
*
* Upsample from 11025 to 48000
* 11025 == 15052
* 22050 == 30106
* 44100 == 60211
*
* Audio officianados should look away now !
****************************************************************************/
void MIXER_AddSamples( u8 *sampledata, int len )
{
u32 *src = (u32 *)sampledata;
u32 *dst = (u32 *)mixerdata;
u32 intlen = (3200 >> 2);
u32 fixofs = 0;
u32 fixinc;
if ( !len )
fixinc = 30106;
else
fixinc = 60211;
do
{
// Do simple linear interpolate, and swap channels from L-R to R-L
dst[head++] = SWAP(src[fixofs >> 16]);
head &= MIXERMASK;
fixofs += fixinc;
}
while( --intlen );
// Restart Sound Processing if stopped
if (IsPlaying == 0)
{
ConfigRequested = 0;
AudioPlayer();
}
}
/****************************************************************************
* MIXER_GetSamples
* InitialiseSound
***************************************************************************/
void InitialiseSound()
@ -122,21 +80,72 @@ void InitialiseSound()
}
/****************************************************************************
* MIXER_GetSamples
* SoundDriver
***************************************************************************/
void ResetAudio()
SoundWii::SoundWii()
{
memset(soundbuffer, 0, 3840*2);
memset(mixerdata, 0, MIXBUFFSIZE);
AudioPlayer();
AUDIO_StartDMA();
}
/****************************************************************************
* MIXER_GetSamples
***************************************************************************/
* SoundWii::write
*
* Upsample from 11025 to 48000
* 11025 == 15052
* 22050 == 30106
* 44100 == 60211
*
* Audio officianados should look away now !
****************************************************************************/
void StopAudio()
void SoundWii::write(u16 * finalWave, int length)
{
u32 *src = (u32 *)finalWave;
u32 *dst = (u32 *)mixerdata;
u32 intlen = (3200 >> 2);
u32 fixofs = 0;
u32 fixinc;
if (length < 2940) // length = 1468 - GBA
fixinc = 30106;
else // length = 2940 - GB
fixinc = 60211;
do
{
// Do simple linear interpolate, and swap channels from L-R to R-L
dst[head++] = SWAP(src[fixofs >> 16]);
head &= MIXERMASK;
fixofs += fixinc;
}
while( --intlen );
}
bool SoundWii::init(long sampleRate)
{
return true;
}
SoundWii::~SoundWii()
{
}
void SoundWii::pause()
{
AUDIO_StopDMA();
IsPlaying = 0;
}
void SoundWii::resume()
{
AUDIO_StartDMA();
IsPlaying = 1;
}
void SoundWii::reset()
{
}

View File

@ -11,9 +11,21 @@
#ifndef __AUDIOMIXER__
#define __AUDIOMIXER__
void MIXER_AddSamples( u8 *sampledata, int len );
void StopAudio();
void ResetAudio();
#include "common/SoundDriver.h"
void InitialiseSound();
class SoundWii: public SoundDriver
{
public:
SoundWii();
virtual ~SoundWii();
virtual bool init(long sampleRate);
virtual void pause();
virtual void reset();
virtual void resume();
virtual void write(u16 * finalWave, int length);
};
#endif

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@ -13,7 +13,6 @@
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
@ -331,7 +330,6 @@ u32 GetJoy(int pad)
#endif
)
{
StopAudio();
ConfigRequested = 1;
return 0;
}

View File

@ -22,6 +22,8 @@ extern "C" {
}
#endif
#include "gba/Sound.h"
#include "vba.h"
#include "vbasupport.h"
#include "preferences.h"
@ -246,6 +248,7 @@ int main(int argc, char *argv[])
LWP_SuspendThread (devicethread);
ResetVideo_Emu();
soundResume();
while (emulating) // emulation loop
{
@ -259,6 +262,7 @@ int main(int argc, char *argv[])
if(ConfigRequested)
{
soundPause();
ResetVideo_Menu (); // change to menu video mode
if (GCSettings.AutoSave == 1)
@ -277,7 +281,6 @@ int main(int argc, char *argv[])
// save zoom level
SavePrefs(SILENT);
ConfigRequested = 0;
break;
}

View File

@ -444,15 +444,10 @@ bool SaveBatteryOrState(int method, int action, bool silent)
* Sound
****************************************************************************/
void systemWriteDataToSoundBuffer()
SoundDriver * systemSoundInit()
{
MIXER_AddSamples((u8 *)soundFinalWave, (cartridgeType == 1));
}
bool systemSoundInit()
{
ResetAudio();
return true;
soundShutdown();
return new SoundWii();
}
bool systemCanChangeSoundQuality()
@ -460,10 +455,13 @@ bool systemCanChangeSoundQuality()
return true;
}
void systemSoundPause() {}
void systemSoundResume() {}
void systemSoundReset() {}
void systemSoundShutdown() {}
void systemOnWriteDataToSoundBuffer(const u16 * finalWave, int length)
{
}
void systemOnSoundShutdown()
{
}
/****************************************************************************
* systemReadJoypads
@ -773,8 +771,7 @@ bool LoadVBAROM(int method)
hAspect = 70;
vAspect = 46;
srcPitch = 484;
soundQuality = 2;
soundBufferLen = 736 * 2;
soundSetSampleRate(44100 / 2);
cpuSaveType = 0;
break;
@ -807,8 +804,7 @@ bool LoadVBAROM(int method)
hAspect = 60;
vAspect = 46;
srcPitch = 324;
soundQuality = 1;
soundBufferLen = 1470 * 2;
soundSetSampleRate(44100);
break;
}
@ -833,7 +829,6 @@ bool LoadVBAROM(int method)
LoadPatch(method);
gbSoundReset();
gbSoundSetQuality(soundQuality);
gbSoundSetDeclicking(true);
gbReset();
}
@ -851,7 +846,6 @@ bool LoadVBAROM(int method)
doMirroring(mirroringEnable);
soundReset();
soundSetQuality(soundQuality);
CPUInit("BIOS.GBA", 1);
LoadPatch(method);
CPUReset();

View File

@ -51,12 +51,9 @@ extern u32 systemReadJoypad(int);
extern u32 systemGetClock();
extern void systemMessage(int, const char *, ...);
extern void systemSetTitle(const char *);
extern void systemWriteDataToSoundBuffer();
extern void systemSoundShutdown();
extern void systemSoundPause();
extern void systemSoundResume();
extern void systemSoundReset();
extern bool systemSoundInit();
extern SoundDriver * systemSoundInit();
extern void systemOnWriteDataToSoundBuffer(const u16 * finalWave, int length);
extern void systemOnSoundShutdown();
extern void systemScreenMessage(const char *);
extern void systemUpdateMotionSensor();
extern int systemGetSensorX();

View File

@ -9,6 +9,7 @@
#include "../apu/Effects_Buffer.h"
extern int gbHardware;
extern long soundSampleRate; // current sound quality
gb_effects_config_t gb_effects_config = { false, 0.20f, 0.15f, false };
@ -50,22 +51,6 @@ static void end_frame( blip_time_t time )
stereo_buffer->end_frame( time );
}
static void flush_samples()
{
// number of samples in output buffer
int const out_buf_size = soundBufferLen / sizeof *soundFinalWave;
// Keep filling and writing soundFinalWave until it can't be fully filled
while ( stereo_buffer->samples_avail() >= out_buf_size )
{
stereo_buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
if(soundPaused)
soundResume();
systemWriteDataToSoundBuffer();
}
}
static void apply_effects()
{
prevSoundEnable = soundGetEnable();
@ -106,7 +91,7 @@ void gbSoundTick()
// Run sound hardware to present
end_frame( SOUND_CLOCK_TICKS * ticks_to_time );
flush_samples();
flush_samples(stereo_buffer);
// Update effects config if it was changed
if ( memcmp( &gb_effects_config_current, &gb_effects_config,
@ -141,7 +126,7 @@ static void remake_stereo_buffer()
stereo_buffer = 0;
stereo_buffer = new Simple_Effects_Buffer; // TODO: handle out of memory
if ( stereo_buffer->set_sample_rate( 44100 / soundQuality ) ) { } // TODO: handle out of memory
if ( stereo_buffer->set_sample_rate( soundSampleRate ) ) { } // TODO: handle out of memory
stereo_buffer->clock_rate( gb_apu->clock_rate );
// APU
@ -231,19 +216,19 @@ void gbSoundReset()
}
}
void gbSoundSetQuality(int quality)
void gbSoundSetSampleRate( long sampleRate )
{
if ( soundQuality != quality )
if ( soundSampleRate != sampleRate )
{
if ( systemCanChangeSoundQuality() )
{
soundShutdown();
soundQuality = quality;
soundSampleRate = sampleRate;
soundInit();
}
else
{
soundQuality = quality;
soundSampleRate = sampleRate;
}
remake_stereo_buffer();
@ -380,7 +365,7 @@ static void gbSoundReadGameOld(int version,gzFile gzFile)
if ( version >= 7 )
quality = utilReadInt( gzFile );
gbSoundSetQuality( quality );
gbSoundSetSampleRate( 44100 / quality );
// Convert to format Gb_Apu uses
gb_apu_state_t& s = state.apu;

View File

@ -7,9 +7,7 @@
//// GB sound options
// Sets sample rate to 44100 / quality
void gbSoundSetQuality( int quality );
extern int soundQuality; // current sound quality
void gbSoundSetSampleRate( long sampleRate );
// Manages declicking mode. When enabled, clicks are reduced. Note that clicks
// are normal for GB and GBC sound hardware.

View File

@ -1951,9 +1951,9 @@ void CPUSoftwareInterrupt(int comment)
}
#endif
if(reg[0].I)
systemSoundPause();
soundPause();
else
systemSoundResume();
soundResume();
break;
case 0x1F:
BIOS_MidiKey2Freq();

View File

@ -10,6 +10,8 @@
#include "../apu/Gb_Apu.h"
#include "../apu/Multi_Buffer.h"
#include "../common/SoundDriver.h"
#define NR10 0x60
#define NR11 0x62
#define NR12 0x63
@ -32,21 +34,21 @@
#define NR51 0x81
#define NR52 0x84
SoundDriver * soundDriver = 0;
extern bool stopState; // TODO: silence sound when true
int const SOUND_CLOCK_TICKS_ = 167772; // 1/100 second
u16 soundFinalWave [1470];
int soundBufferLen = sizeof soundFinalWave;
int soundQuality = 1;
static u16 soundFinalWave [1600];
long soundSampleRate = 44100;
bool soundInterpolation = true;
bool soundPaused = true;
float soundFiltering = 0.5f;
float soundVolume = 1.0f;
bool soundEcho = false;
int SOUND_CLOCK_TICKS = SOUND_CLOCK_TICKS_;
int soundTicks = SOUND_CLOCK_TICKS_;
static float soundVolume = 1.0f;
static int soundEnableFlag = 0x3ff; // emulator channels enabled
static float soundFiltering_ = -1;
static float soundVolume_ = -1;
@ -344,8 +346,14 @@ static void end_frame( blip_time_t time )
stereo_buffer->end_frame( time );
}
static void flush_samples()
void flush_samples(Multi_Buffer * buffer)
{
// We want to write the data frame by frame to support legacy audio drivers
// that don't use the length parameter of the write method.
// TODO: Update the Win32 audio drivers (DS, OAL, XA2), and flush all the
// samples at once to help reducing the audio delay on all platforms.
int soundBufferLen = ( soundSampleRate / 60 ) * 4;
// soundBufferLen should have a whole number of sample pairs
assert( soundBufferLen % (2 * sizeof *soundFinalWave) == 0 );
@ -353,13 +361,14 @@ static void flush_samples()
int const out_buf_size = soundBufferLen / sizeof *soundFinalWave;
// Keep filling and writing soundFinalWave until it can't be fully filled
while ( stereo_buffer->samples_avail() >= out_buf_size )
while ( buffer->samples_avail() >= out_buf_size )
{
stereo_buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
if(soundPaused)
soundResume();
systemWriteDataToSoundBuffer();
soundDriver->write(soundFinalWave, soundBufferLen);
systemOnWriteDataToSoundBuffer(soundFinalWave, soundBufferLen);
}
}
@ -386,7 +395,7 @@ void psoundTickfn()
// Run sound hardware to present
end_frame( SOUND_CLOCK_TICKS );
flush_samples();
flush_samples(stereo_buffer);
if ( soundFiltering_ != soundFiltering )
apply_filtering();
@ -442,8 +451,7 @@ static void remake_stereo_buffer()
stereo_buffer = 0;
stereo_buffer = new Stereo_Buffer; // TODO: handle out of memory
long const sample_rate = 44100 / soundQuality;
stereo_buffer->set_sample_rate( sample_rate ); // TODO: handle out of memory
stereo_buffer->set_sample_rate( soundSampleRate ); // TODO: handle out of memory
stereo_buffer->clock_rate( gb_apu->clock_rate );
// PCM
@ -464,19 +472,27 @@ static void remake_stereo_buffer()
void soundShutdown()
{
systemSoundShutdown();
if (soundDriver)
{
delete soundDriver;
soundDriver = 0;
}
systemOnSoundShutdown();
}
void soundPause()
{
soundPaused = true;
systemSoundPause();
if (soundDriver)
soundDriver->pause();
}
void soundResume()
{
soundPaused = false;
systemSoundResume();
if (soundDriver)
soundDriver->resume();
}
void soundSetVolume( float volume )
@ -502,7 +518,7 @@ int soundGetEnable()
void soundReset()
{
systemSoundReset();
soundDriver->reset();
remake_stereo_buffer();
reset_apu();
@ -516,26 +532,35 @@ void soundReset()
bool soundInit()
{
if ( !systemSoundInit() )
soundDriver = systemSoundInit();
if ( !soundDriver )
return false;
if (!soundDriver->init(soundSampleRate))
return false;
soundPaused = true;
return true;
}
void soundSetQuality(int quality)
long soundGetSampleRate()
{
if ( soundQuality != quality )
return soundSampleRate;
}
void soundSetSampleRate(long sampleRate)
{
if ( soundSampleRate != sampleRate )
{
if ( systemCanChangeSoundQuality() )
{
soundShutdown();
soundQuality = quality;
soundSampleRate = sampleRate;
soundInit();
}
else
{
soundQuality = quality;
soundSampleRate = sampleRate;
}
remake_stereo_buffer();

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@ -33,16 +33,10 @@ extern bool soundPaused; // current paused state
// Cleans up sound. Afterwards, soundInit() can be called again.
void soundShutdown();
// Sound buffering
extern int soundBufferLen; // size of sound buffer in BYTES
extern u16 soundFinalWave[1470];// 16-bit SIGNED stereo sample buffer
//// GBA sound options
// Sets sample rate to 44100 / quality
void soundSetQuality( int quality );
extern int soundQuality; // current sound quality
long soundGetSampleRate();
void soundSetSampleRate(long sampleRate);
// Sound settings
extern bool soundInterpolation; // 1 if PCM should have low-pass filtering
@ -80,4 +74,8 @@ extern int soundTicks; // Number of 16.8 MHz clocks until soundTick() w
void soundSaveGame( gzFile );
void soundReadGame( gzFile, int version );
class Multi_Buffer;
void flush_samples(Multi_Buffer * buffer);
#endif // SOUND_H