Mercurial > audlegacy
view Plugins/Input/console/Nes_Namco.cpp @ 101:59ba6595fdf1 trunk
[svn] More accurate sound reproduction, but there is warbling. Still locks up player on completion.
author | nenolod |
---|---|
date | Tue, 01 Nov 2005 23:15:57 -0800 |
parents | 252843aac42f |
children | 84aabc053b6e |
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// Nes_Snd_Emu 0.1.6. http://www.slack.net/~ant/libs/ #include "Nes_Namco.h" #include "Tagged_Data.h" /* Copyright (C) 2003-2005 Shay Green. This module is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This module is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this module; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include BLARGG_SOURCE_BEGIN Nes_Namco::Nes_Namco() { output( NULL ); volume( 1.0 ); reset(); } Nes_Namco::~Nes_Namco() { } void Nes_Namco::reset() { addr_reg = 0; int i; for ( i = 0; i < reg_count; i++ ) reg [i] = 0; for ( i = 0; i < osc_count; i++ ) { Namco_Osc& osc = oscs [i]; osc.delay = 0; osc.last_amp = 0; osc.wave_pos = 0; } } void Nes_Namco::output( Blip_Buffer* buf ) { for ( int i = 0; i < osc_count; i++ ) osc_output( i, buf ); } BOOST::uint8_t& Nes_Namco::access() { int addr = addr_reg & 0x7f; if ( addr_reg & 0x80 ) addr_reg = (addr + 1) | 0x80; return reg [addr]; } void Nes_Namco::reflect_state( Tagged_Data& data ) { reflect_int16( data, 'ADDR', &addr_reg ); static const char hex [17] = "0123456789ABCDEF"; int i; for ( i = 0; i < reg_count; i++ ) reflect_int16( data, 'RG\0\0' + hex [i >> 4] * 0x100 + hex [i & 15], ® [i] ); for ( i = 0; i < osc_count; i++ ) { reflect_int32( data, 'DLY0' + i, &oscs [i].delay ); reflect_int16( data, 'POS0' + i, &oscs [i].wave_pos ); } } #include BLARGG_ENABLE_OPTIMIZER void Nes_Namco::run_until( nes_time_t nes_end_time ) { int active_oscs = ((reg [0x7f] >> 4) & 7) + 1; for ( int i = osc_count - active_oscs; i < osc_count; i++ ) { Namco_Osc& osc = oscs [i]; Blip_Buffer* output = osc.output; if ( !output ) continue; Blip_Buffer::resampled_time_t time = output->resampled_time( last_time ) + osc.delay; Blip_Buffer::resampled_time_t end_time = output->resampled_time( nes_end_time ); osc.delay = 0; if ( time < end_time ) { const BOOST::uint8_t* osc_reg = ® [i * 8 + 0x40]; if ( !(osc_reg [4] & 0xe0) ) continue; int volume = osc_reg [7] & 15; if ( !volume ) continue; long freq = (osc_reg [4] & 3) * 0x10000 + osc_reg [2] * 0x100L + osc_reg [0]; if ( !freq ) continue; Blip_Buffer::resampled_time_t period = output->resampled_duration( 983040 ) / freq * active_oscs; int wave_size = (8 - ((osc_reg [4] >> 2) & 7)) * 4; if ( !wave_size ) continue; int last_amp = osc.last_amp; int wave_pos = osc.wave_pos; do { // read wave sample int addr = wave_pos + osc_reg [6]; int sample = reg [addr >> 1]; wave_pos++; if ( addr & 1 ) sample >>= 4; sample = (sample & 15) * volume; // output impulse if amplitude changed int delta = sample - last_amp; if ( delta ) { last_amp = sample; synth.offset_resampled( time, delta, output ); } // next sample time += period; if ( wave_pos >= wave_size ) wave_pos = 0; } while ( time < end_time ); osc.wave_pos = wave_pos; osc.last_amp = last_amp; } osc.delay = time - end_time; } last_time = nes_end_time; }