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sound.cpp
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sound.cpp
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/*
* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
*
* (c) Copyright 1996 - 2001 Gary Henderson ([email protected]) and
* Jerremy Koot ([email protected])
*
* Super FX C emulator code
* (c) Copyright 1997 - 1999 Ivar ([email protected]) and
* Gary Henderson.
* Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
*
* DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
* C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
* C4 C code (c) Copyright 2001 Gary Henderson ([email protected]).
*
* DOS port code contains the works of other authors. See headers in
* individual files.
*
* Snes9x homepage: http://www.snes9x.com
*
* Permission to use, copy, modify and distribute Snes9x in both binary and
* source form, for non-commercial purposes, is hereby granted without fee,
* providing that this license information and copyright notice appear with
* all copies and any derived work.
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event shall the authors be held liable for any damages
* arising from the use of this software.
*
* Snes9x is freeware for PERSONAL USE only. Commercial users should
* seek permission of the copyright holders first. Commercial use includes
* charging money for Snes9x or software derived from Snes9x.
*
* The copyright holders request that bug fixes and improvements to the code
* should be forwarded to them so everyone can benefit from the modifications
* in future versions.
*
* Super NES and Super Nintendo Entertainment System are trademarks of
* Nintendo Co., Limited and its subsidiary companies.
*/
#include <devices/ahi.h>
#include <exec/exec.h>
#include <proto/ahi.h>
#include <proto/dos.h>
#include <proto/exec.h>
#include <clib/ahippc_protos.h>
#include <stdio.h>
#define EQ ==
#define MINBUFFLEN 10000
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <fcntl.h>
#include "snes9x.h"
#include "soundux.h"
extern SoundStatus so;
extern int AudioOpen(unsigned long freq, unsigned long bufsize, unsigned long bitrate, unsigned long stereo);
extern void AudioClose(void);
extern int OpenPrelude(ULONG Type, ULONG DefaultFreq, ULONG MinBuffSize);
extern void ClosePrelude(void);
extern int SoundSignal;
unsigned long DoubleBuffer;
//extern struct AHISampleInfo Sample0;
//extern struct AHISampleInfo Sample1;
//extern unsigned long BufferSize;
struct Library *AHIPPCBase;
struct Library *AHIBase;
struct MsgPort *AHImp=NULL;
struct AHIRequest *AHIio=NULL;
BYTE AHIDevice=-1;
struct AHIData *AHIData;
unsigned long Frequency = 0;
//unsigned long BufferSize = 0;
unsigned long BitRate = 0;
unsigned long Stereo = 0;
//unsigned long AHIError = 9;
BYTE InternSignal=-1;
int mixsamples;
extern int prelude;
#define REALSIZE (BitRate*Stereo)
struct AHIAudioModeRequester *req=NULL;
struct AHIAudioCtrl *actrl=NULL;
ULONG BufferLen=NULL;
/* this really should be dynamically allocated... */
#undef MAX_BUFFER_SIZE
#define MAX_BUFFER_SIZE 65536
#define MIN_BUFFER_SIZE 65536
#define MODE_MONO 0
#define MODE_STEREO 1
#define QUAL_8BIT 8
#define QUAL_16BIT 16
int test=0;
int test2=0;
int AudioOpen(unsigned long freq, unsigned long minbufsize, unsigned long bitrate, unsigned long stereo)
{
ULONG Type;
Frequency = freq;
so.playback_rate = Frequency;
if(stereo) so.stereo = TRUE;
else so.stereo = FALSE;
switch(bitrate)
{
case 8:
so.sixteen_bit = FALSE;
BitRate=1;
if(stereo)
{
Stereo=2;
Type = AHIST_S8S;
}
else
{
Stereo=1;
Type = AHIST_M8S;
}
break;
default: //defaulting to 16bit, because it means it won't crash atleast
case QUAL_16BIT:
so.sixteen_bit = TRUE;
BitRate=2;
if(stereo)
{
Stereo=2;
Type = AHIST_S16S;
}
else
{
Stereo=1;
Type = AHIST_M16S;
}
break;
}
if(prelude) prelude = OpenPrelude(Type, freq, minbufsize);
if(prelude) return 1; else printf("Defaulting to AHI...\n");
/* only 1 channel right? */
/* NOTE: The buffersize will not always be what you requested
* it finds the minimun AHI requires and then rounds it up to
* nearest 32 bytes. Check AHIData->BufferSize or Samples[n].something_Length
*/
if(AHIData = OpenAHI(1, Type, AHI_INVALID_ID, AHI_DEFAULT_FREQ, 0, minbufsize))
{
printf("AHI opened\n");
printf("BuffSize %d\n", AHIData->BufferSize);
}
else
{
printf("AHI failed to open: %d\n", AHIData);
return 0;
}
so.buffer_size = AHIData->BufferSize; // in bytes
if (so.buffer_size > MAX_BUFFER_SIZE) so.buffer_size = MAX_BUFFER_SIZE;
/* Lots of useful fields in the AHIData struct, have a look */
AHIBase = AHIData->AHIBase;
actrl = AHIData->AudioCtrl;
Frequency = AHIData->MixingFreq;
printf("signal %ld\n", AHIData->SoundFuncSignal);
Wait(AHIData->SoundFuncSignal);
/* I don't think it should start playing until there is something
* In the buffer, however to set off the SoundFunc it should
* probably go through the buffer at least once, just silently.
*/
AHI_SetFreq(0, Frequency, actrl, AHISF_IMM);
Wait(AHIData->SoundFuncSignal);
AHI_SetVol(0, 0x10000, 0x8000, actrl, AHISF_IMM);
mixsamples=AHIData->BufferSamples;
SoundSignal = AHIData->SoundFuncSignal;
return 1;
}
void AudioClose( void )
{
if(prelude) ClosePrelude();
else ;//CloseAHI(AHIData);
}
#include <wbstartup.h>
extern int main(int argc, char **argv);
void wbmain(struct WBStartup * argmsg)
{
char argv[1][]={"WarpSNES"};
int argc=1;
main(argc,(char **)argv);
}