Mercurial > audlegacy-plugins
diff src/psf2/peops2/spu.c @ 2737:62cc6d667119
Import a bunch of stuff for new psf2 plugin.
author | William Pitcock <nenolod@atheme.org> |
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date | Mon, 30 Jun 2008 20:20:53 -0500 |
parents | |
children | fd5373830ac1 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/psf2/peops2/spu.c Mon Jun 30 20:20:53 2008 -0500 @@ -0,0 +1,1013 @@ +/*************************************************************************** + spu.c - description + ------------------- + begin : Wed May 15 2002 + copyright : (C) 2002 by Pete Bernert + email : BlackDove@addcom.de + ***************************************************************************/ + +/*************************************************************************** + * * + * This program is free software; you can redistribute it and/or modify * + * it under the terms of the GNU General Public License as published by * + * the Free Software Foundation; either version 2 of the License, or * + * (at your option) any later version. See also the license.txt file for * + * additional informations. * + * * + ***************************************************************************/ + +//*************************************************************************// +// History of changes: +// +// 2005/08/29 - Pete +// - changed to 48Khz output +// +// 2004/12/25 - Pete +// - inc'd version for pcsx2-0.7 +// +// 2004/04/18 - Pete +// - changed all kind of things in the plugin +// +// 2004/04/04 - Pete +// - changed plugin to emulate PS2 spu +// +// 2003/04/07 - Eric +// - adjusted cubic interpolation algorithm +// +// 2003/03/16 - Eric +// - added cubic interpolation +// +// 2003/03/01 - linuzappz +// - libraryName changes using ALSA +// +// 2003/02/28 - Pete +// - added option for type of interpolation +// - adjusted spu irqs again (Thousant Arms, Valkyrie Profile) +// - added MONO support for MSWindows DirectSound +// +// 2003/02/20 - kode54 +// - amended interpolation code, goto GOON could skip initialization of gpos and cause segfault +// +// 2003/02/19 - kode54 +// - moved SPU IRQ handler and changed sample flag processing +// +// 2003/02/18 - kode54 +// - moved ADSR calculation outside of the sample decode loop, somehow I doubt that +// ADSR timing is relative to the frequency at which a sample is played... I guess +// this remains to be seen, and I don't know whether ADSR is applied to noise channels... +// +// 2003/02/09 - kode54 +// - one-shot samples now process the end block before stopping +// - in light of removing fmod hack, now processing ADSR on frequency channel as well +// +// 2003/02/08 - kode54 +// - replaced easy interpolation with gaussian +// - removed fmod averaging hack +// - changed .sinc to be updated from .iRawPitch, no idea why it wasn't done this way already (<- Pete: because I sometimes fail to see the obvious, haharhar :) +// +// 2003/02/08 - linuzappz +// - small bugfix for one usleep that was 1 instead of 1000 +// - added iDisStereo for no stereo (Linux) +// +// 2003/01/22 - Pete +// - added easy interpolation & small noise adjustments +// +// 2003/01/19 - Pete +// - added Neill's reverb +// +// 2003/01/12 - Pete +// - added recording window handlers +// +// 2003/01/06 - Pete +// - added Neill's ADSR timings +// +// 2002/12/28 - Pete +// - adjusted spu irq handling, fmod handling and loop handling +// +// 2002/08/14 - Pete +// - added extra reverb +// +// 2002/06/08 - linuzappz +// - SPUupdate changed for SPUasync +// +// 2002/05/15 - Pete +// - generic cleanup for the Peops release +// +//*************************************************************************// + +#include "stdafx.h" + +#define _IN_SPU + +#include "../peops2/externals.h" +#include "../peops2/regs.h" +#include "../peops2/dma.h" + +//////////////////////////////////////////////////////////////////////// +// globals +//////////////////////////////////////////////////////////////////////// + +// psx buffer / addresses + +unsigned short regArea[32*1024]; +unsigned short spuMem[1*1024*1024]; +unsigned char * spuMemC; +unsigned char * pSpuIrq[2]; +unsigned char * pSpuBuffer; + +// user settings + +int iUseXA=0; +int iVolume=3; +int iXAPitch=1; +int iUseTimer=2; +int iSPUIRQWait=1; +int iDebugMode=0; +int iRecordMode=0; +int iUseReverb=1; +int iUseInterpolation=2; + +// MAIN infos struct for each channel + +SPUCHAN s_chan[MAXCHAN+1]; // channel + 1 infos (1 is security for fmod handling) +REVERBInfo rvb[2]; + +unsigned long dwNoiseVal=1; // global noise generator + +unsigned short spuCtrl2[2]; // some vars to store psx reg infos +unsigned short spuStat2[2]; +unsigned long spuIrq2[2]; +unsigned long spuAddr2[2]; // address into spu mem +unsigned long spuRvbAddr2[2]; +unsigned long spuRvbAEnd2[2]; +int bEndThread=0; // thread handlers +int bThreadEnded=0; +int bSpuInit=0; +int bSPUIsOpen=0; + +unsigned long dwNewChannel2[2]; // flags for faster testing, if new channel starts +unsigned long dwEndChannel2[2]; + +// UNUSED IN PS2 YET +void (CALLBACK *irqCallback)(void)=0; // func of main emu, called on spu irq +void (CALLBACK *cddavCallback)(unsigned short,unsigned short)=0; + +// certain globals (were local before, but with the new timeproc I need em global) + +const int f[5][2] = { { 0, 0 }, + { 60, 0 }, + { 115, -52 }, + { 98, -55 }, + { 122, -60 } }; +int SSumR[NSSIZE]; +int SSumL[NSSIZE]; +int iCycle=0; +short * pS; + +static int lastch=-1; // last channel processed on spu irq in timer mode +static int lastns=0; // last ns pos +static int iSecureStart=0; // secure start counter + +extern void ps2_update(unsigned char *samples, long lBytes); + +//////////////////////////////////////////////////////////////////////// +// CODE AREA +//////////////////////////////////////////////////////////////////////// + +// dirty inline func includes + +#include "reverb.c" +#include "adsr.c" + +//////////////////////////////////////////////////////////////////////// +// helpers for simple interpolation + +// +// easy interpolation on upsampling, no special filter, just "Pete's common sense" tm +// +// instead of having n equal sample values in a row like: +// ____ +// |____ +// +// we compare the current delta change with the next delta change. +// +// if curr_delta is positive, +// +// - and next delta is smaller (or changing direction): +// \. +// -__ +// +// - and next delta significant (at least twice) bigger: +// --_ +// \. +// +// - and next delta is nearly same: +// \. +// \. +// +// +// if curr_delta is negative, +// +// - and next delta is smaller (or changing direction): +// _-- +// / +// +// - and next delta significant (at least twice) bigger: +// / +// __- +// +// - and next delta is nearly same: +// / +// / +// + + +INLINE void InterpolateUp(int ch) +{ + if(s_chan[ch].SB[32]==1) // flag == 1? calc step and set flag... and don't change the value in this pass + { + const int id1=s_chan[ch].SB[30]-s_chan[ch].SB[29]; // curr delta to next val + const int id2=s_chan[ch].SB[31]-s_chan[ch].SB[30]; // and next delta to next-next val :) + + s_chan[ch].SB[32]=0; + + if(id1>0) // curr delta positive + { + if(id2<id1) + {s_chan[ch].SB[28]=id1;s_chan[ch].SB[32]=2;} + else + if(id2<(id1<<1)) + s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x10000L; + else + s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x20000L; + } + else // curr delta negative + { + if(id2>id1) + {s_chan[ch].SB[28]=id1;s_chan[ch].SB[32]=2;} + else + if(id2>(id1<<1)) + s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x10000L; + else + s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x20000L; + } + } + else + if(s_chan[ch].SB[32]==2) // flag 1: calc step and set flag... and don't change the value in this pass + { + s_chan[ch].SB[32]=0; + + s_chan[ch].SB[28]=(s_chan[ch].SB[28]*s_chan[ch].sinc)/0x20000L; + if(s_chan[ch].sinc<=0x8000) + s_chan[ch].SB[29]=s_chan[ch].SB[30]-(s_chan[ch].SB[28]*((0x10000/s_chan[ch].sinc)-1)); + else s_chan[ch].SB[29]+=s_chan[ch].SB[28]; + } + else // no flags? add bigger val (if possible), calc smaller step, set flag1 + s_chan[ch].SB[29]+=s_chan[ch].SB[28]; +} + +// +// even easier interpolation on downsampling, also no special filter, again just "Pete's common sense" tm +// + +INLINE void InterpolateDown(int ch) +{ + if(s_chan[ch].sinc>=0x20000L) // we would skip at least one val? + { + s_chan[ch].SB[29]+=(s_chan[ch].SB[30]-s_chan[ch].SB[29])/2; // add easy weight + if(s_chan[ch].sinc>=0x30000L) // we would skip even more vals? + s_chan[ch].SB[29]+=(s_chan[ch].SB[31]-s_chan[ch].SB[30])/2;// add additional next weight + } +} + +//////////////////////////////////////////////////////////////////////// +// helpers for gauss interpolation + +#define gval0 (((short*)(&s_chan[ch].SB[29]))[gpos]) +#define gval(x) (((short*)(&s_chan[ch].SB[29]))[(gpos+x)&3]) + +#include "gauss_i.h" + +//////////////////////////////////////////////////////////////////////// + +//#include "xa.c" + +//////////////////////////////////////////////////////////////////////// +// START SOUND... called by main thread to setup a new sound on a channel +//////////////////////////////////////////////////////////////////////// + +INLINE void StartSound(int ch) +{ + dwNewChannel2[ch/24]&=~(1<<(ch%24)); // clear new channel bit + dwEndChannel2[ch/24]&=~(1<<(ch%24)); // clear end channel bit + + StartADSR(ch); + StartREVERB(ch); + + s_chan[ch].pCurr=s_chan[ch].pStart; // set sample start + + s_chan[ch].s_1=0; // init mixing vars + s_chan[ch].s_2=0; + s_chan[ch].iSBPos=28; + + s_chan[ch].bNew=0; // init channel flags + s_chan[ch].bStop=0; + s_chan[ch].bOn=1; + + s_chan[ch].SB[29]=0; // init our interpolation helpers + s_chan[ch].SB[30]=0; + + if(iUseInterpolation>=2) // gauss interpolation? + {s_chan[ch].spos=0x30000L;s_chan[ch].SB[28]=0;} // -> start with more decoding + else {s_chan[ch].spos=0x10000L;s_chan[ch].SB[31]=0;} // -> no/simple interpolation starts with one 44100 decoding +} + +//////////////////////////////////////////////////////////////////////// +// MAIN SPU FUNCTION +// here is the main job handler... thread, timer or direct func call +// basically the whole sound processing is done in this fat func! +//////////////////////////////////////////////////////////////////////// + +static u32 sampcount; +static u32 decaybegin; +static u32 decayend; + +// Counting to 65536 results in full volume offage. +void setlength2(s32 stop, s32 fade) +{ + if(stop==~0) + { + decaybegin=~0; + } + else + { + stop=(stop*441)/10; + fade=(fade*441)/10; + + decaybegin=stop; + decayend=stop+fade; + } +} +// 5 ms waiting phase, if buffer is full and no new sound has to get started +// .. can be made smaller (smallest val: 1 ms), but bigger waits give +// better performance + +#define PAUSE_W 5 +#define PAUSE_L 5000 + +//////////////////////////////////////////////////////////////////////// + +int iSpuAsyncWait=0; + +static void *MAINThread(int samp2run) +{ + int s_1,s_2,fa,voldiv=iVolume; + unsigned char * start;unsigned int nSample; + int ch,predict_nr,shift_factor,flags,d,d2,s; + int gpos,bIRQReturn=0; + +// while(!bEndThread) // until we are shutting down + { + //--------------------------------------------------// + // ok, at the beginning we are looking if there is + // enuff free place in the dsound/oss buffer to + // fill in new data, or if there is a new channel to start. + // if not, we wait (thread) or return (timer/spuasync) + // until enuff free place is available/a new channel gets + // started + + if(dwNewChannel2[0] || dwNewChannel2[1]) // new channel should start immedately? + { // (at least one bit 0 ... MAXCHANNEL is set?) + iSecureStart++; // -> set iSecure + if(iSecureStart>5) iSecureStart=0; // (if it is set 5 times - that means on 5 tries a new samples has been started - in a row, we will reset it, to give the sound update a chance) + } + else iSecureStart=0; // 0: no new channel should start + +/* if (!iSecureStart) + { + iSecureStart=0; // reset secure + return; + }*/ + +#if 0 + while(!iSecureStart && !bEndThread) // && // no new start? no thread end? +// (SoundGetBytesBuffered()>TESTSIZE)) // and still enuff data in sound buffer? + { + iSecureStart=0; // reset secure + + if(iUseTimer) return 0; // linux no-thread mode? bye + + if(dwNewChannel2[0] || dwNewChannel2[1]) + iSecureStart=1; // if a new channel kicks in (or, of course, sound buffer runs low), we will leave the loop + } +#endif + + //--------------------------------------------------// continue from irq handling in timer mode? + + if(lastch>=0) // will be -1 if no continue is pending + { + ch=lastch; lastch=-1; // -> setup all kind of vars to continue + goto GOON; // -> directly jump to the continue point + } + + //--------------------------------------------------// + //- main channel loop -// + //--------------------------------------------------// + { + for(ch=0;ch<MAXCHAN;ch++) // loop em all... we will collect 1 ms of sound of each playing channel + { + if(s_chan[ch].bNew) StartSound(ch); // start new sound + if(!s_chan[ch].bOn) continue; // channel not playing? next + + if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq) // new psx frequency? + { + s_chan[ch].iUsedFreq=s_chan[ch].iActFreq; // -> take it and calc steps + s_chan[ch].sinc=s_chan[ch].iRawPitch<<4; + if(!s_chan[ch].sinc) s_chan[ch].sinc=1; + if(iUseInterpolation==1) s_chan[ch].SB[32]=1; // -> freq change in simle imterpolation mode: set flag + } +// ns=0; +// while(ns<NSSIZE) // loop until 1 ms of data is reached + { + while(s_chan[ch].spos>=0x10000L) + { + if(s_chan[ch].iSBPos==28) // 28 reached? + { + start=s_chan[ch].pCurr; // set up the current pos + + if (start == (unsigned char*)-1) // special "stop" sign + { + s_chan[ch].bOn=0; // -> turn everything off + s_chan[ch].ADSRX.lVolume=0; + s_chan[ch].ADSRX.EnvelopeVol=0; + goto ENDX; // -> and done for this channel + } + + s_chan[ch].iSBPos=0; + + //////////////////////////////////////////// spu irq handler here? mmm... do it later + + s_1=s_chan[ch].s_1; + s_2=s_chan[ch].s_2; + + predict_nr=(int)*start;start++; + shift_factor=predict_nr&0xf; + predict_nr >>= 4; + flags=(int)*start;start++; + + // -------------------------------------- // + + for (nSample=0;nSample<28;start++) + { + d=(int)*start; + s=((d&0xf)<<12); + if(s&0x8000) s|=0xffff0000; + + fa=(s >> shift_factor); + fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6); + s_2=s_1;s_1=fa; + s=((d & 0xf0) << 8); + + s_chan[ch].SB[nSample++]=fa; + + if(s&0x8000) s|=0xffff0000; + fa=(s>>shift_factor); + fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6); + s_2=s_1;s_1=fa; + + s_chan[ch].SB[nSample++]=fa; + } + + //////////////////////////////////////////// irq check + + if(spuCtrl2[ch/24]&0x40) // some irq active? + { + if((pSpuIrq[ch/24] > start-16 && // irq address reached? + pSpuIrq[ch/24] <= start) || + ((flags&1) && // special: irq on looping addr, when stop/loop flag is set + (pSpuIrq[ch/24] > s_chan[ch].pLoop-16 && + pSpuIrq[ch/24] <= s_chan[ch].pLoop))) + { + s_chan[ch].iIrqDone=1; // -> debug flag + + if(irqCallback) irqCallback(); // -> call main emu (not supported in SPU2 right now) + else + { + if(ch<24) InterruptDMA4(); // -> let's see what is happening if we call our irqs instead ;) + else InterruptDMA7(); + } + + if(iSPUIRQWait) // -> option: wait after irq for main emu + { + iSpuAsyncWait=1; + bIRQReturn=1; + } + } + } + + //////////////////////////////////////////// flag handler + + if((flags&4) && (!s_chan[ch].bIgnoreLoop)) + s_chan[ch].pLoop=start-16; // loop adress + + if(flags&1) // 1: stop/loop + { + dwEndChannel2[ch/24]|=(1<<(ch%24)); + + // We play this block out first... + //if(!(flags&2)|| s_chan[ch].pLoop==NULL) + // 1+2: do loop... otherwise: stop + if(flags!=3 || s_chan[ch].pLoop==NULL) // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example) + { // and checking if pLoop is set avoids crashes, yeah + start = (unsigned char*)-1; + } + else + { + start = s_chan[ch].pLoop; + } + } + + s_chan[ch].pCurr=start; // store values for next cycle + s_chan[ch].s_1=s_1; + s_chan[ch].s_2=s_2; + + //////////////////////////////////////////// + + if(bIRQReturn) // special return for "spu irq - wait for cpu action" + { + bIRQReturn=0; + { + lastch=ch; +// lastns=ns; // changemeback + + return; + } + } + + //////////////////////////////////////////// + +GOON: ; + + } + + fa=s_chan[ch].SB[s_chan[ch].iSBPos++]; // get sample data + +// if((spuCtrl2[ch/24]&0x4000)==0) fa=0; // muted? +// else // else adjust + { + if(fa>32767L) fa=32767L; + if(fa<-32767L) fa=-32767L; + } + + if(iUseInterpolation>=2) // gauss/cubic interpolation + { + gpos = s_chan[ch].SB[28]; + gval0 = fa; + gpos = (gpos+1) & 3; + s_chan[ch].SB[28] = gpos; + } + else + if(iUseInterpolation==1) // simple interpolation + { + s_chan[ch].SB[28] = 0; + s_chan[ch].SB[29] = s_chan[ch].SB[30]; // -> helpers for simple linear interpolation: delay real val for two slots, and calc the two deltas, for a 'look at the future behaviour' + s_chan[ch].SB[30] = s_chan[ch].SB[31]; + s_chan[ch].SB[31] = fa; + s_chan[ch].SB[32] = 1; // -> flag: calc new interolation + } + else s_chan[ch].SB[29]=fa; // no interpolation + + s_chan[ch].spos -= 0x10000L; + } + + //////////////////////////////////////////////// + // noise handler... just produces some noise data + // surely wrong... and no noise frequency (spuCtrl&0x3f00) will be used... + // and sometimes the noise will be used as fmod modulation... pfff + + if(s_chan[ch].bNoise) + { + if((dwNoiseVal<<=1)&0x80000000L) + { + dwNoiseVal^=0x0040001L; + fa=((dwNoiseVal>>2)&0x7fff); + fa=-fa; + } + else fa=(dwNoiseVal>>2)&0x7fff; + + // mmm... depending on the noise freq we allow bigger/smaller changes to the previous val + fa=s_chan[ch].iOldNoise+((fa-s_chan[ch].iOldNoise)/((0x001f-((spuCtrl2[ch/24]&0x3f00)>>9))+1)); + if(fa>32767L) fa=32767L; + if(fa<-32767L) fa=-32767L; + s_chan[ch].iOldNoise=fa; + + if(iUseInterpolation<2) // no gauss/cubic interpolation? + s_chan[ch].SB[29] = fa; // -> store noise val in "current sample" slot + } //---------------------------------------- + else // NO NOISE (NORMAL SAMPLE DATA) HERE + {//------------------------------------------// + if(iUseInterpolation==3) // cubic interpolation + { + long xd; + xd = ((s_chan[ch].spos) >> 1)+1; + gpos = s_chan[ch].SB[28]; + + fa = gval(3) - 3*gval(2) + 3*gval(1) - gval0; + fa *= (xd - (2<<15)) / 6; + fa >>= 15; + fa += gval(2) - gval(1) - gval(1) + gval0; + fa *= (xd - (1<<15)) >> 1; + fa >>= 15; + fa += gval(1) - gval0; + fa *= xd; + fa >>= 15; + fa = fa + gval0; + } + //------------------------------------------// + else + if(iUseInterpolation==2) // gauss interpolation + { + int vl, vr; + vl = (s_chan[ch].spos >> 6) & ~3; + gpos = s_chan[ch].SB[28]; + vr=(gauss[vl]*gval0)&~2047; + vr+=(gauss[vl+1]*gval(1))&~2047; + vr+=(gauss[vl+2]*gval(2))&~2047; + vr+=(gauss[vl+3]*gval(3))&~2047; + fa = vr>>11; +/* + vr=(gauss[vl]*gval0)>>9; + vr+=(gauss[vl+1]*gval(1))>>9; + vr+=(gauss[vl+2]*gval(2))>>9; + vr+=(gauss[vl+3]*gval(3))>>9; + fa = vr>>2; +*/ + } + //------------------------------------------// + else + if(iUseInterpolation==1) // simple interpolation + { + if(s_chan[ch].sinc<0x10000L) // -> upsampling? + InterpolateUp(ch); // --> interpolate up + else InterpolateDown(ch); // --> else down + fa=s_chan[ch].SB[29]; + } + //------------------------------------------// + else fa=s_chan[ch].SB[29]; // no interpolation + } + + s_chan[ch].sval = (MixADSR(ch) * fa) / 1023; // add adsr + + if(s_chan[ch].bFMod==2) // fmod freq channel + { + int NP=s_chan[ch+1].iRawPitch; + double intr; + + NP=((32768L+s_chan[ch].sval)*NP)/32768L; // mmm... I still need to adjust that to 1/48 khz... we will wait for the first game/demo using it to decide how to do it :) + + if(NP>0x3fff) NP=0x3fff; + if(NP<0x1) NP=0x1; + + intr = (double)48000.0f / (double)44100.0f * (double)NP; + NP = (UINT32)intr; + + NP=(44100L*NP)/(4096L); // calc frequency + + s_chan[ch+1].iActFreq=NP; + s_chan[ch+1].iUsedFreq=NP; + s_chan[ch+1].sinc=(((NP/10)<<16)/4410); + if(!s_chan[ch+1].sinc) s_chan[ch+1].sinc=1; + if(iUseInterpolation==1) // freq change in sipmle interpolation mode + s_chan[ch+1].SB[32]=1; + +// mmmm... set up freq decoding positions? +// s_chan[ch+1].iSBPos=28; +// s_chan[ch+1].spos=0x10000L; + } + else + { + ////////////////////////////////////////////// + // ok, left/right sound volume (psx volume goes from 0 ... 0x3fff) + + if(s_chan[ch].iMute) + s_chan[ch].sval=0; // debug mute + else + { + if(s_chan[ch].bVolumeL) + SSumL[0]+=(s_chan[ch].sval*s_chan[ch].iLeftVolume)/0x4000L; + if(s_chan[ch].bVolumeR) + SSumR[0]+=(s_chan[ch].sval*s_chan[ch].iRightVolume)/0x4000L; + } + + ////////////////////////////////////////////// + // now let us store sound data for reverb + + if(s_chan[ch].bRVBActive) StoreREVERB(ch,0); + } + + //////////////////////////////////////////////// + // ok, go on until 1 ms data of this channel is collected + + s_chan[ch].spos += s_chan[ch].sinc; + + } +ENDX: ; + } + } + + //---------------------------------------------------// + //- here we have another 1 ms of sound data + //---------------------------------------------------// + + /////////////////////////////////////////////////////// + // mix all channels (including reverb) into one buffer + + SSumL[0]+=MixREVERBLeft(0,0); + SSumL[0]+=MixREVERBLeft(0,1); + SSumR[0]+=MixREVERBRight(0); + SSumR[0]+=MixREVERBRight(1); + + d=SSumL[0]/voldiv;SSumL[0]=0; + d2=SSumR[0]/voldiv;SSumR[0]=0; + + if(d<-32767) d=-32767;if(d>32767) d=32767; + if(d2<-32767) d2=-32767;if(d2>32767) d2=32767; + + if(sampcount>=decaybegin) + { + s32 dmul; + if(decaybegin!=~0) // Is anyone REALLY going to be playing a song + // for 13 hours? + { + if(sampcount>=decayend) + { +// ao_song_done = 1; + return(0); + } + + dmul=256-(256*(sampcount-decaybegin)/(decayend-decaybegin)); + d=(d*dmul)>>8; + d2=(d2*dmul)>>8; + } + } + sampcount++; + + *pS++=d; + *pS++=d2; + + InitREVERB(); + + ////////////////////////////////////////////////////// + // feed the sound + // wanna have around 1/60 sec (16.666 ms) updates + if ((((unsigned char *)pS)-((unsigned char *)pSpuBuffer)) == (735*4)) + { + ps2_update((u8*)pSpuBuffer,(u8*)pS-(u8*)pSpuBuffer); + pS=(short *)pSpuBuffer; + } + } + + // end of big main loop... + + bThreadEnded=1; + + return 0; +} + +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////// +// SPU ASYNC... even newer epsxe func +// 1 time every 'cycle' cycles... harhar +//////////////////////////////////////////////////////////////////////// + +EXPORT_GCC void CALLBACK SPU2async(unsigned long cycle) +{ + if(iSpuAsyncWait) + { + iSpuAsyncWait++; + if(iSpuAsyncWait<=64) return; + iSpuAsyncWait=0; + } + + MAINThread(0); // -> linux high-compat mode +} + +//////////////////////////////////////////////////////////////////////// +// INIT/EXIT STUFF +//////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////// +// SPUINIT: this func will be called first by the main emu +//////////////////////////////////////////////////////////////////////// + + +EXPORT_GCC long CALLBACK SPU2init(void) +{ + spuMemC=(unsigned char *)spuMem; // just small setup + memset((void *)s_chan,0,MAXCHAN*sizeof(SPUCHAN)); + memset(rvb,0,2*sizeof(REVERBInfo)); + + sampcount = 0; + + InitADSR(); + + return 0; +} + +//////////////////////////////////////////////////////////////////////// +// SETUPTIMER: init of certain buffers and threads/timers +//////////////////////////////////////////////////////////////////////// + +static void SetupTimer(void) +{ + memset(SSumR,0,NSSIZE*sizeof(int)); // init some mixing buffers + memset(SSumL,0,NSSIZE*sizeof(int)); + pS=(short *)pSpuBuffer; // setup soundbuffer pointer + + bEndThread=0; // init thread vars + bThreadEnded=0; + bSpuInit=1; // flag: we are inited +} + +//////////////////////////////////////////////////////////////////////// +// REMOVETIMER: kill threads/timers +//////////////////////////////////////////////////////////////////////// + +static void RemoveTimer(void) +{ + bEndThread=1; // raise flag to end thread + bThreadEnded=0; // no more spu is running + bSpuInit=0; +} + +//////////////////////////////////////////////////////////////////////// +// SETUPSTREAMS: init most of the spu buffers +//////////////////////////////////////////////////////////////////////// + +static void SetupStreams(void) +{ + int i; + + pSpuBuffer=(unsigned char *)malloc(32768); // alloc mixing buffer + + i=NSSIZE*2; + + sRVBStart[0] = (int *)malloc(i*4); // alloc reverb buffer + memset(sRVBStart[0],0,i*4); + sRVBEnd[0] = sRVBStart[0] + i; + sRVBPlay[0] = sRVBStart[0]; + sRVBStart[1] = (int *)malloc(i*4); // alloc reverb buffer + memset(sRVBStart[1],0,i*4); + sRVBEnd[1] = sRVBStart[1] + i; + sRVBPlay[1] = sRVBStart[1]; + + for(i=0;i<MAXCHAN;i++) // loop sound channels + { +// we don't use mutex sync... not needed, would only +// slow us down: +// s_chan[i].hMutex=CreateMutex(NULL,FALSE,NULL); + s_chan[i].ADSRX.SustainLevel = 1024; // -> init sustain + s_chan[i].iMute=0; + s_chan[i].iIrqDone=0; + s_chan[i].pLoop=spuMemC; + s_chan[i].pStart=spuMemC; + s_chan[i].pCurr=spuMemC; + } +} + +//////////////////////////////////////////////////////////////////////// +// REMOVESTREAMS: free most buffer +//////////////////////////////////////////////////////////////////////// + +static void RemoveStreams(void) +{ + free(pSpuBuffer); // free mixing buffer + pSpuBuffer=NULL; + free(sRVBStart[0]); // free reverb buffer + sRVBStart[0]=0; + free(sRVBStart[1]); // free reverb buffer + sRVBStart[1]=0; + +/* + int i; + for(i=0;i<MAXCHAN;i++) + { + WaitForSingleObject(s_chan[i].hMutex,2000); + ReleaseMutex(s_chan[i].hMutex); + if(s_chan[i].hMutex) + {CloseHandle(s_chan[i].hMutex);s_chan[i].hMutex=0;} + } +*/ +} + + +//////////////////////////////////////////////////////////////////////// +// SPUOPEN: called by main emu after init +//////////////////////////////////////////////////////////////////////// + +EXPORT_GCC long CALLBACK SPU2open(void *pDsp) +{ + if(bSPUIsOpen) return 0; // security for some stupid main emus + + iUseXA=0; // just small setup + iVolume=3; + bEndThread=0; + bThreadEnded=0; + spuMemC=(unsigned char *)spuMem; + memset((void *)s_chan,0,(MAXCHAN+1)*sizeof(SPUCHAN)); + pSpuIrq[0]=0; + pSpuIrq[1]=0; + iSPUIRQWait=1; + dwNewChannel2[0]=0; + dwNewChannel2[1]=0; + dwEndChannel2[0]=0; + dwEndChannel2[1]=0; + spuCtrl2[0]=0; + spuCtrl2[1]=0; + spuStat2[0]=0; + spuStat2[1]=0; + spuIrq2[0]=0; + spuIrq2[1]=0; + spuAddr2[0]=0xffffffff; + spuAddr2[1]=0xffffffff; + spuRvbAddr2[0]=0; + spuRvbAddr2[1]=0; + spuRvbAEnd2[0]=0; + spuRvbAEnd2[1]=0; + +// ReadConfig(); // read user stuff + +// SetupSound(); // setup midas (before init!) + + SetupStreams(); // prepare streaming + + SetupTimer(); // timer for feeding data + + bSPUIsOpen=1; + + return 0; +} + +//////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////// +// SPUCLOSE: called before shutdown +//////////////////////////////////////////////////////////////////////// + +EXPORT_GCC void CALLBACK SPU2close(void) +{ + if(!bSPUIsOpen) return; // some security + + bSPUIsOpen=0; // no more open + + RemoveTimer(); // no more feeding + +// RemoveSound(); // no more sound handling + + RemoveStreams(); // no more streaming +} + +//////////////////////////////////////////////////////////////////////// +// SPUSHUTDOWN: called by main emu on final exit +//////////////////////////////////////////////////////////////////////// + +EXPORT_GCC void CALLBACK SPU2shutdown(void) +{ + return; +} + +//////////////////////////////////////////////////////////////////////// +// SPUTEST: we don't test, we are always fine ;) +//////////////////////////////////////////////////////////////////////// + +EXPORT_GCC long CALLBACK SPU2test(void) +{ + return 0; +} + +//////////////////////////////////////////////////////////////////////// +// SETUP CALLBACKS +// this functions will be called once, +// passes a callback that should be called on SPU-IRQ/cdda volume change +//////////////////////////////////////////////////////////////////////// + +// not used yet +EXPORT_GCC void CALLBACK SPU2irqCallback(void (CALLBACK *callback)(void)) +{ + irqCallback = callback; +} + +// not used yet +EXPORT_GCC void CALLBACK SPU2registerCallback(void (CALLBACK *callback)(void)) +{ + irqCallback = callback; +} + +// not used yet +EXPORT_GCC void CALLBACK SPU2registerCDDAVolume(void (CALLBACK *CDDAVcallback)(unsigned short,unsigned short)) +{ + cddavCallback = CDDAVcallback; +}