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718112a8fe
Currently none of these is being used, but eventually they will, once more code gets ported over. So it's better to have them right away and avoid editing the project file too much, only to revert that later.
106 lines
2.3 KiB
C++
106 lines
2.3 KiB
C++
// AY-3-8910 sound chip emulator
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef AY_APU_H
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#define AY_APU_H
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#include "blargg_common.h"
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#include "Blip_Buffer.h"
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class Ay_Apu {
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public:
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// Set buffer to generate all sound into, or disable sound if NULL
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void output( Blip_Buffer* );
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// Reset sound chip
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void reset();
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// Write to register at specified time
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enum { reg_count = 16 };
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void write( blip_time_t time, int addr, int data );
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// Run sound to specified time, end current time frame, then start a new
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// time frame at time 0. Time frames have no effect on emulation and each
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// can be whatever length is convenient.
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void end_frame( blip_time_t length );
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// Additional features
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// Set sound output of specific oscillator to buffer, where index is
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// 0, 1, or 2. If buffer is NULL, the specified oscillator is muted.
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enum { osc_count = 3 };
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void osc_output( int index, Blip_Buffer* );
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// Set overall volume (default is 1.0)
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void volume( double );
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// Set treble equalization (see documentation)
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void treble_eq( blip_eq_t const& );
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public:
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Ay_Apu();
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typedef unsigned char byte;
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private:
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struct osc_t
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{
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blip_time_t period;
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blip_time_t delay;
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short last_amp;
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short phase;
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Blip_Buffer* output;
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} oscs [osc_count];
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blip_time_t last_time;
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byte regs [reg_count];
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struct {
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blip_time_t delay;
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blargg_ulong lfsr;
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} noise;
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struct {
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blip_time_t delay;
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byte const* wave;
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int pos;
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byte modes [8] [48]; // values already passed through volume table
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} env;
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void run_until( blip_time_t );
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void write_data_( int addr, int data );
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public:
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enum { amp_range = 255 };
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Blip_Synth<blip_good_quality,1> synth_;
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};
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inline void Ay_Apu::volume( double v ) { synth_.volume( 0.7 / osc_count / amp_range * v ); }
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inline void Ay_Apu::treble_eq( blip_eq_t const& eq ) { synth_.treble_eq( eq ); }
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inline void Ay_Apu::write( blip_time_t time, int addr, int data )
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{
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run_until( time );
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write_data_( addr, data );
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}
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inline void Ay_Apu::osc_output( int i, Blip_Buffer* buf )
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{
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assert( (unsigned) i < osc_count );
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oscs [i].output = buf;
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}
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inline void Ay_Apu::output( Blip_Buffer* buf )
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{
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osc_output( 0, buf );
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osc_output( 1, buf );
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osc_output( 2, buf );
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}
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inline void Ay_Apu::end_frame( blip_time_t time )
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{
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if ( time > last_time )
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run_until( time );
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assert( last_time >= time );
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last_time -= time;
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}
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#endif
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