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https://github.com/dborth/vbagx.git
synced 2024-12-27 11:11:50 +01:00
c21ff25fac
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444 lines
11 KiB
C++
444 lines
11 KiB
C++
#include <string.h>
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#include "../gba/Sound.h"
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#include "../Util.h"
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#include "gbGlobals.h"
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#include "gbSound.h"
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#include "gb.h"
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#include "../apu/Gb_Apu.h"
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#include "../apu/Effects_Buffer.h"
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extern long soundSampleRate; // current sound quality
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gb_effects_config_t gb_effects_config = { false, 0.20f, 0.15f, false };
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static gb_effects_config_t gb_effects_config_current;
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static Simple_Effects_Buffer* stereo_buffer;
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static Gb_Apu* gb_apu;
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static float soundVolume_ = -1;
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static int prevSoundEnable = -1;
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static bool declicking = false;
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int const chan_count = 4;
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int const ticks_to_time = 2 * GB_APU_OVERCLOCK;
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static inline blip_time_t blip_time()
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{
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return (SOUND_CLOCK_TICKS - soundTicks) * ticks_to_time;
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}
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u8 gbSoundRead( u16 address )
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{
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if ( gb_apu && address >= NR10 && address <= 0xFF3F )
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return gb_apu->read_register( blip_time(), address );
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return gbMemory[address];
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}
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void gbSoundEvent(register u16 address, register int data)
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{
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gbMemory[address] = data;
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if ( gb_apu && address >= NR10 && address <= 0xFF3F )
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gb_apu->write_register( blip_time(), address, data );
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}
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static void end_frame( blip_time_t time )
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{
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gb_apu ->end_frame( time );
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stereo_buffer->end_frame( time );
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}
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static void apply_effects()
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{
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prevSoundEnable = soundGetEnable();
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gb_effects_config_current = gb_effects_config;
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stereo_buffer->config().enabled = gb_effects_config_current.enabled;
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stereo_buffer->config().echo = gb_effects_config_current.echo;
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stereo_buffer->config().stereo = gb_effects_config_current.stereo;
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stereo_buffer->config().surround = gb_effects_config_current.surround;
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stereo_buffer->apply_config();
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for ( int i = 0; i < chan_count; i++ )
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{
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Multi_Buffer::channel_t ch = { 0, 0, 0 };
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if ( prevSoundEnable >> i & 1 )
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ch = stereo_buffer->channel( i );
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gb_apu->set_output( ch.center, ch.left, ch.right, i );
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}
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}
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void gbSoundConfigEffects( gb_effects_config_t const& c )
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{
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gb_effects_config = c;
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}
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static void apply_volume()
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{
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soundVolume_ = soundGetVolume();
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if ( gb_apu )
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gb_apu->volume( soundVolume_ );
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}
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void gbSoundTick()
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{
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if ( gb_apu && stereo_buffer )
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{
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// Run sound hardware to present
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end_frame( SOUND_CLOCK_TICKS * ticks_to_time );
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flush_samples(stereo_buffer);
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// Update effects config if it was changed
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if ( memcmp( &gb_effects_config_current, &gb_effects_config,
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sizeof gb_effects_config ) || soundGetEnable() != prevSoundEnable )
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apply_effects();
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if ( soundVolume_ != soundGetVolume() )
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apply_volume();
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}
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}
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static void reset_apu()
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{
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Gb_Apu::mode_t mode = Gb_Apu::mode_dmg;
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if ( gbHardware & 2 )
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mode = Gb_Apu::mode_cgb;
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if ( gbHardware & 8 || declicking )
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mode = Gb_Apu::mode_agb;
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gb_apu->reset( mode );
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gb_apu->reduce_clicks( declicking );
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if ( stereo_buffer )
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stereo_buffer->clear();
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soundTicks = SOUND_CLOCK_TICKS;
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}
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static void remake_stereo_buffer()
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{
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// APU
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if ( !gb_apu )
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{
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gb_apu = new Gb_Apu; // TODO: handle errors
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reset_apu();
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}
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// Stereo_Buffer
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delete stereo_buffer;
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stereo_buffer = 0;
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stereo_buffer = new Simple_Effects_Buffer; // TODO: handle out of memory
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if ( stereo_buffer->set_sample_rate( soundSampleRate ) ) { } // TODO: handle out of memory
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stereo_buffer->clock_rate( gb_apu->clock_rate );
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// Multi_Buffer
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static int const chan_types [chan_count] = {
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Multi_Buffer::wave_type+1, Multi_Buffer::wave_type+2,
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Multi_Buffer::wave_type+3, Multi_Buffer::mixed_type+1
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};
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if ( stereo_buffer->set_channel_count( chan_count, chan_types ) ) { } // TODO: handle errors
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// Volume Level
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apply_effects();
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apply_volume();
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}
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void gbSoundSetDeclicking( bool enable )
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{
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if ( declicking != enable )
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{
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declicking = enable;
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if ( gb_apu )
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{
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// Can't change sound hardware mode without resetting APU, so save/load
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// state around mode change
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gb_apu_state_t state;
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gb_apu->save_state( &state );
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reset_apu();
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if ( gb_apu->load_state( state ) ) { } // ignore error
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}
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}
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}
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bool gbSoundGetDeclicking()
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{
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return declicking;
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}
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void gbSoundReset()
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{
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SOUND_CLOCK_TICKS = 20000; // 1/100 second
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remake_stereo_buffer();
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reset_apu();
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soundPaused = 1;
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gbSoundEvent(0xff10, 0x80);
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gbSoundEvent(0xff11, 0xbf);
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gbSoundEvent(0xff12, 0xf3);
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gbSoundEvent(0xff14, 0xbf);
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gbSoundEvent(0xff16, 0x3f);
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gbSoundEvent(0xff17, 0x00);
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gbSoundEvent(0xff19, 0xbf);
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gbSoundEvent(0xff1a, 0x7f);
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gbSoundEvent(0xff1b, 0xff);
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gbSoundEvent(0xff1c, 0xbf);
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gbSoundEvent(0xff1e, 0xbf);
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gbSoundEvent(0xff20, 0xff);
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gbSoundEvent(0xff21, 0x00);
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gbSoundEvent(0xff22, 0x00);
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gbSoundEvent(0xff23, 0xbf);
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gbSoundEvent(0xff24, 0x77);
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gbSoundEvent(0xff25, 0xf3);
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if (gbHardware & 0x4)
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gbSoundEvent(0xff26, 0xf0);
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else
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gbSoundEvent(0xff26, 0xf1);
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/* workaround for game Beetlejuice */
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if (gbHardware & 0x1) {
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gbSoundEvent(0xff24, 0x77);
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gbSoundEvent(0xff25, 0xf3);
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}
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int addr = 0xff30;
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while(addr < 0xff40) {
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gbMemory[addr++] = 0x00;
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gbMemory[addr++] = 0xff;
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}
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}
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void gbSoundSetSampleRate( long sampleRate )
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{
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if ( soundSampleRate != sampleRate )
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{
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if ( systemCanChangeSoundQuality() )
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{
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soundShutdown();
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soundSampleRate = sampleRate;
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soundInit();
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}
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else
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{
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soundSampleRate = sampleRate;
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}
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remake_stereo_buffer();
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}
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}
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static struct {
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int version;
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gb_apu_state_t apu;
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} state;
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static char dummy_state [735 * 2];
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#define SKIP( type, name ) { dummy_state, sizeof (type) }
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#define LOAD( type, name ) { &name, sizeof (type) }
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// Old save state support
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static variable_desc gbsound_format [] =
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{
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SKIP( int, soundPaused ),
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SKIP( int, soundPlay ),
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SKIP( int, soundTicks ),
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SKIP( int, SOUND_CLOCK_TICKS ),
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SKIP( int, soundLevel1 ),
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SKIP( int, soundLevel2 ),
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SKIP( int, soundBalance ),
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SKIP( int, soundMasterOn ),
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SKIP( int, soundIndex ),
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SKIP( int, soundVIN ),
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SKIP( int, soundOn [0] ),
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SKIP( int, soundATL [0] ),
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SKIP( int, sound1Skip ),
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SKIP( int, soundIndex [0] ),
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SKIP( int, sound1Continue ),
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SKIP( int, soundEnvelopeVolume [0] ),
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SKIP( int, soundEnvelopeATL [0] ),
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SKIP( int, sound1EnvelopeATLReload ),
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SKIP( int, sound1EnvelopeUpDown ),
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SKIP( int, sound1SweepATL ),
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SKIP( int, sound1SweepATLReload ),
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SKIP( int, sound1SweepSteps ),
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SKIP( int, sound1SweepUpDown ),
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SKIP( int, sound1SweepStep ),
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SKIP( int, soundOn [1] ),
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SKIP( int, soundATL [1] ),
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SKIP( int, sound2Skip ),
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SKIP( int, soundIndex [1] ),
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SKIP( int, sound2Continue ),
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SKIP( int, soundEnvelopeVolume [1] ),
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SKIP( int, soundEnvelopeATL [1] ),
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SKIP( int, sound2EnvelopeATLReload ),
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SKIP( int, sound2EnvelopeUpDown ),
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SKIP( int, soundOn [2] ),
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SKIP( int, soundATL [2] ),
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SKIP( int, sound3Skip ),
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SKIP( int, soundIndex [2] ),
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SKIP( int, sound3Continue ),
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SKIP( int, sound3OutputLevel ),
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SKIP( int, soundOn [3] ),
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SKIP( int, soundATL [3] ),
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SKIP( int, sound4Skip ),
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SKIP( int, soundIndex [3] ),
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SKIP( int, sound4Clock ),
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SKIP( int, sound4ShiftRight ),
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SKIP( int, sound4ShiftSkip ),
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SKIP( int, sound4ShiftIndex ),
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SKIP( int, sound4NSteps ),
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SKIP( int, sound4CountDown ),
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SKIP( int, sound4Continue ),
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SKIP( int, soundEnvelopeVolume [2] ),
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SKIP( int, soundEnvelopeATL [2] ),
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SKIP( int, sound4EnvelopeATLReload ),
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SKIP( int, sound4EnvelopeUpDown ),
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SKIP( int, soundEnableFlag ),
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{ NULL, 0 }
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};
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static variable_desc gbsound_format2 [] =
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{
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SKIP( int, sound1ATLreload ),
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SKIP( int, freq1low ),
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SKIP( int, freq1high ),
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SKIP( int, sound2ATLreload ),
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SKIP( int, freq2low ),
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SKIP( int, freq2high ),
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SKIP( int, sound3ATLreload ),
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SKIP( int, freq3low ),
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SKIP( int, freq3high ),
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SKIP( int, sound4ATLreload ),
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SKIP( int, freq4 ),
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{ NULL, 0 }
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};
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static variable_desc gbsound_format3 [] =
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{
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SKIP( u8[2*735], soundBuffer ),
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SKIP( u8[2*735], soundBuffer ),
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SKIP( u16[735], soundFinalWave ),
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{ NULL, 0 }
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};
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enum {
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nr10 = 0,
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nr11, nr12, nr13, nr14,
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nr20, nr21, nr22, nr23, nr24,
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nr30, nr31, nr32, nr33, nr34,
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nr40, nr41, nr42, nr43, nr44,
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nr50, nr51, nr52
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};
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static void gbSoundReadGameOld(int version,gzFile gzFile)
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{
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if ( version == 11 )
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{
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// Version 11 didn't save any state
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// TODO: same for version 10?
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state.apu.regs [nr50] = 0x77; // volume at max
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state.apu.regs [nr51] = 0xFF; // channels enabled
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state.apu.regs [nr52] = 0x80; // power on
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return;
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}
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// Load state
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utilReadData( gzFile, gbsound_format );
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if ( version >= 11 ) // TODO: never executed; remove?
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utilReadData( gzFile, gbsound_format2 );
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utilReadData( gzFile, gbsound_format3 );
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int quality = 1;
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if ( version >= 7 )
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quality = utilReadInt( gzFile );
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gbSoundSetSampleRate( 44100 / quality );
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// Convert to format Gb_Apu uses
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gb_apu_state_t& s = state.apu;
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// Only some registers are properly preserved
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static int const regs_to_copy [] = {
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nr10, nr11, nr12, nr21, nr22, nr30, nr32, nr42, nr43, nr50, nr51, nr52, -1
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};
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for ( int i = 0; regs_to_copy [i] >= 0; i++ )
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s.regs [regs_to_copy [i]] = gbMemory [0xFF10 + regs_to_copy [i]];
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memcpy( &s.regs [0x20], &gbMemory [0xFF30], 0x10 ); // wave
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}
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// New state format
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static variable_desc gb_state [] =
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{
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LOAD( int, state.version ), // room_for_expansion will be used by later versions
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// APU
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LOAD( u8 [0x40], state.apu.regs ), // last values written to registers and wave RAM (both banks)
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LOAD( int, state.apu.frame_time ), // clocks until next frame sequencer action
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LOAD( int, state.apu.frame_phase ), // next step frame sequencer will run
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LOAD( int, state.apu.sweep_freq ), // sweep's internal frequency register
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LOAD( int, state.apu.sweep_delay ), // clocks until next sweep action
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LOAD( int, state.apu.sweep_enabled ),
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LOAD( int, state.apu.sweep_neg ), // obscure internal flag
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LOAD( int, state.apu.noise_divider ),
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LOAD( int, state.apu.wave_buf ), // last read byte of wave RAM
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LOAD( int [4], state.apu.delay ), // clocks until next channel action
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LOAD( int [4], state.apu.length_ctr ),
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LOAD( int [4], state.apu.phase ), // square/wave phase, noise LFSR
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LOAD( int [4], state.apu.enabled ), // internal enabled flag
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LOAD( int [3], state.apu.env_delay ), // clocks until next envelope action
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LOAD( int [3], state.apu.env_volume ),
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LOAD( int [3], state.apu.env_enabled ),
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SKIP( int [13], room_for_expansion ),
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// Emulator
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SKIP( int [16], room_for_expansion ),
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{ NULL, 0 }
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};
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void gbSoundSaveGame( gzFile out )
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{
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gb_apu->save_state( &state.apu );
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// Be sure areas for expansion get written as zero
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memset( dummy_state, 0, sizeof dummy_state );
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state.version = 1;
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utilWriteData( out, gb_state );
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}
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void gbSoundReadGame( int version, gzFile in )
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{
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// Prepare APU and default state
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reset_apu();
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gb_apu->save_state( &state.apu );
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if ( version > 11 )
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utilReadData( in, gb_state );
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else
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gbSoundReadGameOld( version, in );
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gb_apu->load_state( state.apu );
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}
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