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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.
102 lines
2.1 KiB
C++
102 lines
2.1 KiB
C++
// Namco 106 sound chip emulator
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// Nes_Snd_Emu 0.1.8
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#ifndef NES_NAMCO_APU_H
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#define NES_NAMCO_APU_H
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#include "blargg_common.h"
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#include "Blip_Buffer.h"
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struct namco_state_t;
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class Nes_Namco_Apu {
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public:
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// See Nes_Apu.h for reference.
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void volume( double );
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void treble_eq( const blip_eq_t& );
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void output( Blip_Buffer* );
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enum { osc_count = 8 };
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void osc_output( int index, Blip_Buffer* );
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void reset();
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void end_frame( blip_time_t );
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// Read/write data register is at 0x4800
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enum { data_reg_addr = 0x4800 };
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void write_data( blip_time_t, int );
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int read_data();
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// Write-only address register is at 0xF800
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enum { addr_reg_addr = 0xF800 };
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void write_addr( int );
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// to do: implement save/restore
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void save_state( namco_state_t* out ) const;
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void load_state( namco_state_t const& );
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public:
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Nes_Namco_Apu();
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BLARGG_DISABLE_NOTHROW
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private:
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// noncopyable
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Nes_Namco_Apu( const Nes_Namco_Apu& );
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Nes_Namco_Apu& operator = ( const Nes_Namco_Apu& );
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struct Namco_Osc {
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blargg_long delay;
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Blip_Buffer* output;
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short last_amp;
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short wave_pos;
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};
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Namco_Osc oscs [osc_count];
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blip_time_t last_time;
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int addr_reg;
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enum { reg_count = 0x80 };
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uint8_t reg [reg_count];
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Blip_Synth<blip_good_quality,15> synth;
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uint8_t& access();
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void run_until( blip_time_t );
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};
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/*
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struct namco_state_t
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{
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uint8_t regs [0x80];
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uint8_t addr;
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uint8_t unused;
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uint8_t positions [8];
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uint32_t delays [8];
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};
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*/
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inline uint8_t& Nes_Namco_Apu::access()
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{
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int addr = addr_reg & 0x7F;
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if ( addr_reg & 0x80 )
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addr_reg = (addr + 1) | 0x80;
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return reg [addr];
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}
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inline void Nes_Namco_Apu::volume( double v ) { synth.volume( 0.10 / osc_count * v ); }
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inline void Nes_Namco_Apu::treble_eq( const blip_eq_t& eq ) { synth.treble_eq( eq ); }
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inline void Nes_Namco_Apu::write_addr( int v ) { addr_reg = v; }
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inline int Nes_Namco_Apu::read_data() { return access(); }
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inline void Nes_Namco_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 Nes_Namco_Apu::write_data( blip_time_t time, int data )
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{
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run_until( time );
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access() = data;
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}
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#endif
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