gzdoom-gles/libraries/game-music-emu/gme/Spc_Emu.h
Christoph Oelckers 040cb17370 - moved third party library projects to a subfolder to reduce size of the root.
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2020-01-04 21:30:08 +01:00

82 lines
2.1 KiB
C++

// Super Nintendo SPC music file emulator
// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
#ifndef SPC_EMU_H
#define SPC_EMU_H
#include "Fir_Resampler.h"
#include "Music_Emu.h"
#include "Snes_Spc.h"
#include "Spc_Filter.h"
class Spc_Emu : public Music_Emu {
public:
// The Super Nintendo hardware samples at 32kHz. Other sample rates are
// handled by resampling the 32kHz output; emulation accuracy is not affected.
enum { native_sample_rate = 32000 };
// SPC file header
enum { header_size = 0x100 };
struct header_t
{
char tag [35];
byte format;
byte version;
byte pc [2];
byte a, x, y, psw, sp;
byte unused [2];
char song [32];
char game [32];
char dumper [16];
char comment [32];
byte date [11];
byte len_secs [3];
byte fade_msec [4];
char author [32]; // sometimes first char should be skipped (see official SPC spec)
byte mute_mask;
byte emulator;
byte unused2 [46];
};
// Header for currently loaded file
header_t const& header() const { return *(header_t const*) file_data; }
// Prevents channels and global volumes from being phase-negated
void disable_surround( bool disable = true );
static gme_type_t static_type() { return gme_spc_type; }
public:
// deprecated
using Music_Emu::load;
blargg_err_t load( header_t const& h, Data_Reader& in ) // use Remaining_Reader
{ return load_remaining_( &h, sizeof h, in ); }
byte const* trailer() const; // use track_info()
long trailer_size() const;
public:
Spc_Emu();
~Spc_Emu();
protected:
blargg_err_t load_mem_( byte const*, long );
blargg_err_t track_info_( track_info_t*, int track ) const;
blargg_err_t set_sample_rate_( long );
blargg_err_t start_track_( int );
blargg_err_t play_( long, sample_t* );
blargg_err_t skip_( long );
void mute_voices_( int );
void set_tempo_( double );
void enable_accuracy_( bool );
private:
byte const* file_data;
long file_size;
Fir_Resampler<24> resampler;
SPC_Filter filter;
Snes_Spc apu;
blargg_err_t play_and_filter( long count, sample_t out [] );
};
inline void Spc_Emu::disable_surround( bool b ) { apu.disable_surround( b ); }
#endif