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84 lines
2.3 KiB
C
84 lines
2.3 KiB
C
// Sound emulation setup/options and GBA sound emulation
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#ifndef VBA_SOUND_H
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#define VBA_SOUND_H
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#include "System.h"
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//// Setup/options (these affect GBA and GB sound)
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// Initializes sound and returns true if successful. Sets sound quality to
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// current value in soundQuality global.
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bool soundInit();
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// Manages sound volume, where 1.0 is normal
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void soundSetVolume( float );
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float soundGetVolume();
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// Manages muting bitmask. The bits control the following channels:
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// 0x001 Pulse 1
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// 0x002 Pulse 2
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// 0x004 Wave
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// 0x008 Noise
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// 0x100 PCM 1
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// 0x200 PCM 2
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void soundSetEnable( int mask );
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int soundGetEnable();
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// Pauses/resumes system sound output
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void soundPause();
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void soundResume();
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extern bool soundPaused; // current paused state
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// Cleans up sound. Afterwards, soundInit() can be called again.
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void soundShutdown();
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// Sound buffering
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extern int soundBufferLen; // size of sound buffer in BYTES
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extern u16 soundFinalWave[1470];// 16-bit SIGNED stereo sample buffer
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//// GBA sound options
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// Sets sample rate to 44100 / quality
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void soundSetQuality( int quality );
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extern int soundQuality; // current sound quality
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// Sound settings
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extern bool soundInterpolation; // 1 if PCM should have low-pass filtering
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extern float soundFiltering; // 0.0 = none, 1.0 = max
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//// GBA sound emulation
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// GBA sound registers
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#define SGCNT0_H 0x82
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#define FIFOA_L 0xa0
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#define FIFOA_H 0xa2
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#define FIFOB_L 0xa4
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#define FIFOB_H 0xa6
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// Resets emulated sound hardware
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void soundReset();
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// Emulates write to sound hardware
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void soundEvent( u32 addr, u8 data );
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void soundEvent( u32 addr, u16 data ); // TODO: error-prone to overload like this
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// Notifies emulator that a timer has overflowed
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void soundTimerOverflow( int which );
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// Notifies emulator that PCM rate may have changed
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void interp_rate();
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// Notifies emulator that SOUND_CLOCK_TICKS clocks have passed
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void psoundTickfn();
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extern int SOUND_CLOCK_TICKS; // Number of 16.8 MHz clocks between calls to soundTick()
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extern int soundTicks; // Number of 16.8 MHz clocks until soundTick() will be called
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// Saves/loads emulator state
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void soundSaveGame( gzFile );
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void soundReadGame( gzFile, int version );
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#endif // VBA_SOUND_H
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