gzdoom/snes_spc/demo/play_spc.c
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

57 lines
1.3 KiB
C

/* Records SPC into wave file. Uses dsp_filter to give more authentic sound.
Usage: play_spc [test.spc]
*/
#include "snes_spc/spc.h"
#include "wave_writer.h"
#include "demo_util.h" /* error(), load_file() */
int main( int argc, char** argv )
{
/* Create emulator and filter */
SNES_SPC* snes_spc = spc_new();
SPC_Filter* filter = spc_filter_new();
if ( !snes_spc || !filter ) error( "Out of memory" );
/* Load SPC */
{
/* Load file into memory */
long spc_size;
void* spc = load_file( (argc > 1) ? argv [1] : "test.spc", &spc_size );
/* Load SPC data into emulator */
error( spc_load_spc( snes_spc, spc, spc_size ) );
free( spc ); /* emulator makes copy of data */
/* Most SPC files have garbage data in the echo buffer, so clear that */
spc_clear_echo( snes_spc );
/* Clear filter before playing */
spc_filter_clear( filter );
}
/* Record 20 seconds to wave file */
wave_open( spc_sample_rate, "out.wav" );
wave_enable_stereo();
while ( wave_sample_count() < 20 * spc_sample_rate * 2 )
{
/* Play into buffer */
#define BUF_SIZE 2048
short buf [BUF_SIZE];
error( spc_play( snes_spc, BUF_SIZE, buf ) );
/* Filter samples */
spc_filter_run( filter, buf, BUF_SIZE );
wave_write( buf, BUF_SIZE );
}
/* Cleanup */
spc_filter_delete( filter );
spc_delete( snes_spc );
wave_close();
return 0;
}