#ifndef SOUND_H #define SOUND_H // Sound emulation setup/options and GBA sound emulation #include "../System.h" //// Setup/options (these affect GBA and GB sound) // Initializes sound and returns true if successful. Sets sound quality to // current value in soundQuality global. bool soundInit(); // sets the Sound throttle void soundSetThrottle(unsigned short throttle); // Manages sound volume, where 1.0 is normal void soundSetVolume( float ); float soundGetVolume(); // Manages muting bitmask. The bits control the following channels: // 0x001 Pulse 1 // 0x002 Pulse 2 // 0x004 Wave // 0x008 Noise // 0x100 PCM 1 // 0x200 PCM 2 void soundSetEnable( int mask ); int soundGetEnable(); // Pauses/resumes system sound output void soundPause(); void soundResume(); extern bool soundPaused; // current paused state // Cleans up sound. Afterwards, soundInit() can be called again. void soundShutdown(); //// GBA sound options long soundGetSampleRate(); void soundSetSampleRate(long sampleRate); // Sound settings extern bool soundInterpolation; // 1 if PCM should have low-pass filtering extern float soundFiltering; // 0.0 = none, 1.0 = max //// GBA sound emulation // GBA sound registers #define SGCNT0_H 0x82 #define FIFOA_L 0xa0 #define FIFOA_H 0xa2 #define FIFOB_L 0xa4 #define FIFOB_H 0xa6 // Resets emulated sound hardware void soundReset(); // Emulates write to sound hardware void soundEvent( u32 addr, u8 data ); void soundEvent( u32 addr, u16 data ); // TODO: error-prone to overload like this // Notifies emulator that a timer has overflowed void soundTimerOverflow( int which ); // Notifies emulator that PCM rate may have changed void interp_rate(); // Notifies emulator that SOUND_CLOCK_TICKS clocks have passed void psoundTickfn(); extern int SOUND_CLOCK_TICKS; // Number of 16.8 MHz clocks between calls to soundTick() extern int soundTicks; // Number of 16.8 MHz clocks until soundTick() will be called // Saves/loads emulator state #ifdef __LIBRETRO__ void soundSaveGame( u8 *& ); void soundReadGame(const u8*& in, int version ); #else void soundSaveGame( gzFile ); void soundReadGame( gzFile, int version ); #endif class Multi_Buffer; void flush_samples(Multi_Buffer * buffer); #endif // SOUND_H