gzdoom/snes_spc/readme.txt
Randy Heit 3bfcc5c09c - Removed lots of spc_* cvars that are no longer meaningful and changed
spc_amp from a x.4 fixed point number to a normal float.
- Switched SPC playback from the external SNESAPU.DLL to Blargg's LGPL
  snes_spc library. I've compiled it with the fast DSP rather than the
  highly accurate one, since I didn't notice a meaningful difference between
  the two in my limited testing. In short: SPC playback is now built in to
  ZDoom. You don't need to download anything extra to make it work, and it
  also works on Linux as well as Windows (though building with Linux is
  currently untested).
- Fixed: Stereo separation was calculated very wrongly when in 2D sound mode.


SVN r794 (trunk)
2008-03-11 22:17:57 +00:00

86 lines
3.1 KiB
Text

snes_spc 0.9.0: SNES SPC-700 APU Emulator
-----------------------------------------
This library includes a full SPC emulator and an S-DSP emulator that can
be used on its own. Two S-DSP emulators are available: a highly accurate
one for use in a SNES emulator, and a 3x faster one for use in an SPC
music player or a resource-limited SNES emulator.
* Can be used from C and C++ code
* Full SPC-700 APU emulator with cycle accuracy in most cases
* Loads, plays, and saves SPC music files
* Can save and load exact full emulator state
* DSP voice muting, surround sound disable, and song tempo adjustment
* Uses 7% CPU average on 400 MHz Mac to play an SPC using fast DSP
The accurate DSP emulator is based on past research by others and
hundreds of hours of recent research by me. It passes over a hundred
strenuous timing and behavior validation tests that were also run on the
SNES. As far as I know, it's the first DSP emulator with cycle accuracy,
properly emulating every DSP register and memory access at the exact SPC
cycle it occurs at, whereas previous DSP emulators emulated these only
to the nearest sample (which occurs every 32 clocks).
Author : Shay Green <gblargg@gmail.com>
Website: http://www.slack.net/~ant/
Forum : http://groups.google.com/group/blargg-sound-libs
License: GNU Lesser General Public License (LGPL)
Getting Started
---------------
Build a program consisting of demo/play_spc.c, demo/demo_util.c,
demo/wave_writer.c, and all source files in snes_spc/. Put an SPC music
file in the same directory and name it "test.spc". Running the program
should generate the recording "out.wav".
Read snes_spc.txt for more information. Post to the discussion forum for
assistance.
Files
-----
snes_spc.txt Documentation
changes.txt Change log
license.txt GNU LGPL license
demo/
play_spc.c Records SPC file to wave sound file
benchmark.c Finds how fast emulator runs on your computer
trim_spc.c Trims silence off beginning of an SPC file
save_state.c Saves/loads exact emulator state to/from file
comm.c Communicates with SPC how SNES would
demo_util.h General utility functions used by demos
demo_util.c
wave_writer.h WAVE sound file writer used for demo output
wave_writer.c
fast_dsp/ Optional standalone fast DSP emulator
SPC_DSP.h To use with full SPC emulator, move into
SPC_DSP.cpp snes_spc/ and replace original files
snes_spc/ Library sources
blargg_config.h Configuration (modify as necessary)
spc.h C interface to SPC emulator and sound filter
spc.cpp
SPC_Filter.h Optional filter to make sound more authentic
SPC_Filter.cpp
SNES_SPC.h Full SPC emulator
SNES_SPC.cpp
SNES_SPC_misc.cpp
SNES_SPC_state.cpp
SPC_CPU.h
dsp.h C interface to DSP emulator
dsp.cpp
SPC_DSP.h Standalone accurate DSP emulator
SPC_DSP.cpp
blargg_common.h
blargg_endian.h
blargg_source.h
--
Shay Green <gblargg@gmail.com>