vbagx/source/ngc/audio.cpp
dborth c42a5d40a7 [1.0.9 - April 7, 2009]
* Gamecube controller should no longer rumble constantly
2009-04-10 03:19:29 +00:00

175 lines
3.7 KiB
C++

/****************************************************************************
* Visual Boy Advance GX
*
* Tantric September 2008
*
* audio.cpp
*
* Head and tail audio mixer
***************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "audio.h"
extern int ConfigRequested;
/** Locals **/
static int head = 0;
static int tail = 0;
static int gameType = 0;
#define MIXBUFFSIZE 0x10000
static u8 mixerdata[MIXBUFFSIZE];
#define MIXERMASK ((MIXBUFFSIZE >> 2) - 1)
#define SWAP(x) ((x>>16)|(x<<16)) // for reversing stereo channels
static u8 soundbuffer[2][3840] ATTRIBUTE_ALIGN(32);
static int whichab = 0;
static int IsPlaying = 0;
/****************************************************************************
* MIXER_GetSamples
***************************************************************************/
static int MIXER_GetSamples(u8 *dstbuffer, int maxlen)
{
u32 *src = (u32 *)mixerdata;
u32 *dst = (u32 *)dstbuffer;
u32 intlen = maxlen >> 2;
memset(dstbuffer, 0, maxlen);
while( ( head != tail ) && intlen )
{
*dst++ = src[tail++];
tail &= MIXERMASK;
intlen--;
}
return 3200;
}
/****************************************************************************
* AudioPlayer
***************************************************************************/
static void AudioPlayer()
{
if ( !ConfigRequested )
{
int len = MIXER_GetSamples(soundbuffer[whichab], 3200);
DCFlushRange(soundbuffer[whichab],len);
AUDIO_InitDMA((u32)soundbuffer[whichab],len);
AUDIO_StartDMA();
whichab ^= 1;
IsPlaying = 1;
}
else
IsPlaying = 0;
}
/****************************************************************************
* StopAudio
***************************************************************************/
void StopAudio()
{
AUDIO_StopDMA();
IsPlaying = 0;
}
/****************************************************************************
* SetAudioRate
***************************************************************************/
void SetAudioRate(int type)
{
gameType = type;
}
/****************************************************************************
* InitialiseSound
***************************************************************************/
void InitialiseSound()
{
AUDIO_Init(NULL); // Start audio subsystem
AUDIO_SetDSPSampleRate(AI_SAMPLERATE_48KHZ);
AUDIO_RegisterDMACallback(AudioPlayer);
}
/****************************************************************************
* SoundDriver
***************************************************************************/
SoundWii::SoundWii()
{
memset(soundbuffer, 0, 3840*2);
memset(mixerdata, 0, MIXBUFFSIZE);
}
/****************************************************************************
* SoundWii::write
*
* Upsample from 11025 to 48000
* 11025 == 15052
* 22050 == 30106
* 44100 == 60211
*
* Audio officianados should look away now !
****************************************************************************/
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 (gameType == 2) // length = 1468 - GBA
fixinc = 30065;
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 );
// Restart Sound Processing if stopped
if (IsPlaying == 0)
{
ConfigRequested = 0;
AudioPlayer();
}
}
bool SoundWii::init(long sampleRate)
{
return true;
}
SoundWii::~SoundWii()
{
}
void SoundWii::pause()
{
}
void SoundWii::resume()
{
}
void SoundWii::reset()
{
}