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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.
66 lines
1.4 KiB
C++
66 lines
1.4 KiB
C++
// Turbo Grafx 16 (PC Engine) PSG sound chip emulator
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef HES_APU_H
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#define HES_APU_H
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#include "blargg_common.h"
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#include "Blip_Buffer.h"
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struct Hes_Osc
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{
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unsigned char wave [32];
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short volume [2];
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int last_amp [2];
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int delay;
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int period;
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unsigned char noise;
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unsigned char phase;
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unsigned char balance;
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unsigned char dac;
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blip_time_t last_time;
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Blip_Buffer* outputs [2];
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Blip_Buffer* chans [3];
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unsigned noise_lfsr;
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unsigned char control;
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enum { amp_range = 0x8000 };
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typedef Blip_Synth<blip_med_quality,1> synth_t;
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void run_until( synth_t& synth, blip_time_t );
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};
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class Hes_Apu {
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public:
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void treble_eq( blip_eq_t const& );
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void volume( double );
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enum { osc_count = 6 };
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void osc_output( int index, Blip_Buffer* center, Blip_Buffer* left, Blip_Buffer* right );
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void reset();
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enum { start_addr = 0x0800 };
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enum { end_addr = 0x0809 };
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void write_data( blip_time_t, int addr, int data );
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void end_frame( blip_time_t );
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public:
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Hes_Apu();
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private:
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Hes_Osc oscs [osc_count];
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int latch;
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int balance;
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Hes_Osc::synth_t synth;
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void balance_changed( Hes_Osc& );
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void recalc_chans();
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};
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inline void Hes_Apu::volume( double v ) { synth.volume( 1.8 / osc_count / Hes_Osc::amp_range * v ); }
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inline void Hes_Apu::treble_eq( blip_eq_t const& eq ) { synth.treble_eq( eq ); }
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#endif
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