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-rwxr-xr-xmacosx/plugins/PeopsSpu109/src/spu.c1359
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diff --git a/macosx/plugins/PeopsSpu109/src/spu.c b/macosx/plugins/PeopsSpu109/src/spu.c
new file mode 100755
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+++ b/macosx/plugins/PeopsSpu109/src/spu.c
@@ -0,0 +1,1359 @@
+/***************************************************************************
+ 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:
+//
+// 2004/09/19 - Pete
+// - added option: IRQ handling in the decoded sound buffer areas (Crash Team Racing)
+//
+// 2004/09/18 - Pete
+// - changed global channel var handling to local pointers (hopefully it will help LDChen's port)
+//
+// 2004/04/22 - Pete
+// - finally fixed frequency modulation and made some cleanups
+//
+// 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 "externals.h"
+#include "regs.h"
+#include "resource.h"
+#include "swap.h"
+
+////////////////////////////////////////////////////////////////////////
+// spu version infos/name
+////////////////////////////////////////////////////////////////////////
+
+const unsigned char version = 1;
+const unsigned char revision = 1;
+const unsigned char build = 9;
+#ifdef _WINDOWS
+static char * libraryName = "P.E.Op.S. DSound Audio Driver";
+#else
+#ifndef USEALSA
+static char * libraryName = "P.E.Op.S. OSS Audio Driver";
+#else
+static char * libraryName = "P.E.Op.S. ALSA Audio Driver";
+#endif
+#endif
+static char * libraryInfo = "P.E.Op.S. OSS Driver V1.9\nCoded by Pete Bernert and the P.E.Op.S. team\n";
+
+////////////////////////////////////////////////////////////////////////
+// globals
+////////////////////////////////////////////////////////////////////////
+
+// psx buffer / addresses
+
+unsigned short regArea[10000];
+unsigned short spuMem[256*1024];
+unsigned char * spuMemC;
+unsigned char * pSpuIrq=0;
+unsigned char * pSpuBuffer;
+unsigned char * pMixIrq=0;
+
+
+// user settings
+
+int iUseXA=1;
+int iVolume=3;
+int iXAPitch=1;
+int iUseTimer=2;
+int iSPUIRQWait=1;
+int iDebugMode=0;
+int iRecordMode=0;
+int iUseReverb=2;
+int iUseInterpolation=2;
+int iDisStereo=0;
+int iUseDBufIrq=0;
+
+// MAIN infos struct for each channel
+
+SPUCHAN s_chan[MAXCHAN+1]; // channel + 1 infos (1 is security for fmod handling)
+REVERBInfo rvb;
+
+unsigned long dwNoiseVal=1; // global noise generator
+
+unsigned short spuCtrl=0; // some vars to store psx reg infos
+unsigned short spuStat=0;
+unsigned short spuIrq=0;
+unsigned long spuAddr=0xffffffff; // address into spu mem
+int bEndThread=0; // thread handlers
+int bThreadEnded=0;
+int bSpuInit=0;
+int bSPUIsOpen=0;
+
+#ifdef _WINDOWS
+HWND hWMain=0; // window handle
+HWND hWDebug=0;
+HWND hWRecord=0;
+static HANDLE hMainThread;
+#else
+// 2003/06/07 - Pete
+#ifndef NOTHREADLIB
+static pthread_t thread = -1; // thread id (linux)
+#endif
+#endif
+
+unsigned long dwNewChannel=0; // flags for faster testing, if new channel starts
+
+void (CALLBACK *irqCallback)(void)=0; // func of main emu, called on spu irq
+void (CALLBACK *cddavCallback)(unsigned short,unsigned short)=0;
+void (CALLBACK *irqQSound)(unsigned char *,long *,long)=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 iFMod[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
+
+////////////////////////////////////////////////////////////////////////
+// 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(SPUCHAN * pChannel)
+{
+ if(pChannel->SB[32]==1) // flag == 1? calc step and set flag... and don't change the value in this pass
+ {
+ const int id1=pChannel->SB[30]-pChannel->SB[29]; // curr delta to next val
+ const int id2=pChannel->SB[31]-pChannel->SB[30]; // and next delta to next-next val :)
+
+ pChannel->SB[32]=0;
+
+ if(id1>0) // curr delta positive
+ {
+ if(id2<id1)
+ {pChannel->SB[28]=id1;pChannel->SB[32]=2;}
+ else
+ if(id2<(id1<<1))
+ pChannel->SB[28]=(id1*pChannel->sinc)/0x10000L;
+ else
+ pChannel->SB[28]=(id1*pChannel->sinc)/0x20000L;
+ }
+ else // curr delta negative
+ {
+ if(id2>id1)
+ {pChannel->SB[28]=id1;pChannel->SB[32]=2;}
+ else
+ if(id2>(id1<<1))
+ pChannel->SB[28]=(id1*pChannel->sinc)/0x10000L;
+ else
+ pChannel->SB[28]=(id1*pChannel->sinc)/0x20000L;
+ }
+ }
+ else
+ if(pChannel->SB[32]==2) // flag 1: calc step and set flag... and don't change the value in this pass
+ {
+ pChannel->SB[32]=0;
+
+ pChannel->SB[28]=(pChannel->SB[28]*pChannel->sinc)/0x20000L;
+ if(pChannel->sinc<=0x8000)
+ pChannel->SB[29]=pChannel->SB[30]-(pChannel->SB[28]*((0x10000/pChannel->sinc)-1));
+ else pChannel->SB[29]+=pChannel->SB[28];
+ }
+ else // no flags? add bigger val (if possible), calc smaller step, set flag1
+ pChannel->SB[29]+=pChannel->SB[28];
+}
+
+//
+// even easier interpolation on downsampling, also no special filter, again just "Pete's common sense" tm
+//
+
+INLINE void InterpolateDown(SPUCHAN * pChannel)
+{
+ if(pChannel->sinc>=0x20000L) // we would skip at least one val?
+ {
+ pChannel->SB[29]+=(pChannel->SB[30]-pChannel->SB[29])/2; // add easy weight
+ if(pChannel->sinc>=0x30000L) // we would skip even more vals?
+ pChannel->SB[29]+=(pChannel->SB[31]-pChannel->SB[30])/2; // add additional next weight
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// helpers for gauss interpolation
+
+#define gval0 (((short*)(&pChannel->SB[29]))[gpos])
+#define gval(x) (((short*)(&pChannel->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(SPUCHAN * pChannel)
+{
+ StartADSR(pChannel);
+ StartREVERB(pChannel);
+
+ pChannel->pCurr=pChannel->pStart; // set sample start
+
+ pChannel->s_1=0; // init mixing vars
+ pChannel->s_2=0;
+ pChannel->iSBPos=28;
+
+ pChannel->bNew=0; // init channel flags
+ pChannel->bStop=0;
+ pChannel->bOn=1;
+
+ pChannel->SB[29]=0; // init our interpolation helpers
+ pChannel->SB[30]=0;
+
+ if(iUseInterpolation>=2) // gauss interpolation?
+ {pChannel->spos=0x30000L;pChannel->SB[28]=0;} // -> start with more decoding
+ else {pChannel->spos=0x10000L;pChannel->SB[31]=0;} // -> no/simple interpolation starts with one 44100 decoding
+}
+
+////////////////////////////////////////////////////////////////////////
+// ALL KIND OF HELPERS
+////////////////////////////////////////////////////////////////////////
+
+INLINE void VoiceChangeFrequency(SPUCHAN * pChannel)
+{
+ pChannel->iUsedFreq=pChannel->iActFreq; // -> take it and calc steps
+ pChannel->sinc=pChannel->iRawPitch<<4;
+ if(!pChannel->sinc) pChannel->sinc=1;
+ if(iUseInterpolation==1) pChannel->SB[32]=1; // -> freq change in simle imterpolation mode: set flag
+}
+
+////////////////////////////////////////////////////////////////////////
+
+INLINE void FModChangeFrequency(SPUCHAN * pChannel,int ns)
+{
+ int NP=pChannel->iRawPitch;
+
+ NP=((32768L+iFMod[ns])*NP)/32768L;
+
+ if(NP>0x3fff) NP=0x3fff;
+ if(NP<0x1) NP=0x1;
+
+ NP=(44100L*NP)/(4096L); // calc frequency
+
+ pChannel->iActFreq=NP;
+ pChannel->iUsedFreq=NP;
+ pChannel->sinc=(((NP/10)<<16)/4410);
+ if(!pChannel->sinc) pChannel->sinc=1;
+ if(iUseInterpolation==1) pChannel->SB[32]=1; // freq change in simple interpolation mode
+
+ iFMod[ns]=0;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+// 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
+
+INLINE int iGetNoiseVal(SPUCHAN * pChannel)
+{
+ int fa;
+
+ 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=pChannel->iOldNoise+((fa-pChannel->iOldNoise)/((0x001f-((spuCtrl&0x3f00)>>9))+1));
+ if(fa>32767L) fa=32767L;
+ if(fa<-32767L) fa=-32767L;
+ pChannel->iOldNoise=fa;
+
+ if(iUseInterpolation<2) // no gauss/cubic interpolation?
+ pChannel->SB[29] = fa; // -> store noise val in "current sample" slot
+ return fa;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+INLINE void StoreInterpolationVal(SPUCHAN * pChannel,int fa)
+{
+ if(pChannel->bFMod==2) // fmod freq channel
+ pChannel->SB[29]=fa;
+ else
+ {
+ if((spuCtrl&0x4000)==0) fa=0; // muted?
+ else // else adjust
+ {
+ if(fa>32767L) fa=32767L;
+ if(fa<-32767L) fa=-32767L;
+ }
+
+ if(iUseInterpolation>=2) // gauss/cubic interpolation
+ {
+ int gpos = pChannel->SB[28];
+ gval0 = fa;
+ gpos = (gpos+1) & 3;
+ pChannel->SB[28] = gpos;
+ }
+ else
+ if(iUseInterpolation==1) // simple interpolation
+ {
+ pChannel->SB[28] = 0;
+ pChannel->SB[29] = pChannel->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'
+ pChannel->SB[30] = pChannel->SB[31];
+ pChannel->SB[31] = fa;
+ pChannel->SB[32] = 1; // -> flag: calc new interolation
+ }
+ else pChannel->SB[29]=fa; // no interpolation
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+INLINE int iGetInterpolationVal(SPUCHAN * pChannel)
+{
+ int fa;
+
+ if(pChannel->bFMod==2) return pChannel->SB[29];
+
+ switch(iUseInterpolation)
+ {
+ //--------------------------------------------------//
+ case 3: // cubic interpolation
+ {
+ long xd;int gpos;
+ xd = ((pChannel->spos) >> 1)+1;
+ gpos = pChannel->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;
+
+ } break;
+ //--------------------------------------------------//
+ case 2: // gauss interpolation
+ {
+ int vl, vr;int gpos;
+ vl = (pChannel->spos >> 6) & ~3;
+ gpos = pChannel->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;
+ } break;
+ //--------------------------------------------------//
+ case 1: // simple interpolation
+ {
+ if(pChannel->sinc<0x10000L) // -> upsampling?
+ InterpolateUp(pChannel); // --> interpolate up
+ else InterpolateDown(pChannel); // --> else down
+ fa=pChannel->SB[29];
+ } break;
+ //--------------------------------------------------//
+ default: // no interpolation
+ {
+ fa=pChannel->SB[29];
+ } break;
+ //--------------------------------------------------//
+ }
+
+ return fa;
+}
+
+////////////////////////////////////////////////////////////////////////
+// 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!
+////////////////////////////////////////////////////////////////////////
+
+// 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;
+
+#ifdef _WINDOWS
+static VOID CALLBACK MAINProc(UINT nTimerId,UINT msg,DWORD dwUser,DWORD dwParam1, DWORD dwParam2)
+#else
+static void *MAINThread(void *arg)
+#endif
+{
+ int s_1,s_2,fa,ns;
+#ifndef _MACOSX
+ int voldiv=iVolume;
+#else
+ const int voldiv=1;
+#endif
+ unsigned char * start;unsigned int nSample;
+ int ch,predict_nr,shift_factor,flags,d,s;
+ int bIRQReturn=0;SPUCHAN * pChannel;
+
+
+ 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(dwNewChannel) // 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
+
+ while(!iSecureStart && !bEndThread && // no new start? no thread end?
+ (SoundGetBytesBuffered()>TESTSIZE)) // and still enuff data in sound buffer?
+ {
+ iSecureStart=0; // reset secure
+
+#ifdef _WINDOWS
+ if(iUseTimer) // no-thread mode?
+ {
+ if(iUseTimer==1) // -> ok, timer mode 1: setup a oneshot timer of x ms to wait
+ timeSetEvent(PAUSE_W,1,MAINProc,0,TIME_ONESHOT);
+ return; // -> and done this time (timer mode 1 or 2)
+ }
+ // win thread mode:
+ Sleep(PAUSE_W); // sleep for x ms (win)
+#else
+ if(iUseTimer) return 0; // linux no-thread mode? bye
+ usleep(PAUSE_L); // else sleep for x ms (linux)
+#endif
+
+ if(dwNewChannel) iSecureStart=1; // if a new channel kicks in (or, of course, sound buffer runs low), we will leave the loop
+ }
+
+ //--------------------------------------------------// continue from irq handling in timer mode?
+
+ if(lastch>=0) // will be -1 if no continue is pending
+ {
+ ch=lastch; ns=lastns; lastch=-1; // -> setup all kind of vars to continue
+ pChannel=&s_chan[ch];
+ goto GOON; // -> directly jump to the continue point
+ }
+
+ //--------------------------------------------------//
+ //- main channel loop -//
+ //--------------------------------------------------//
+ {
+ pChannel=s_chan;
+ for(ch=0;ch<MAXCHAN;ch++,pChannel++) // loop em all... we will collect 1 ms of sound of each playing channel
+ {
+ if(pChannel->bNew)
+ {
+ StartSound(pChannel); // start new sound
+ dwNewChannel&=~(1<<ch); // clear new channel bit
+ }
+
+ if(!pChannel->bOn) continue; // channel not playing? next
+
+ if(pChannel->iActFreq!=pChannel->iUsedFreq) // new psx frequency?
+ VoiceChangeFrequency(pChannel);
+
+ ns=0;
+ while(ns<NSSIZE) // loop until 1 ms of data is reached
+ {
+ if(pChannel->bFMod==1 && iFMod[ns]) // fmod freq channel
+ FModChangeFrequency(pChannel,ns);
+
+ while(pChannel->spos>=0x10000L)
+ {
+ if(pChannel->iSBPos==28) // 28 reached?
+ {
+ start=pChannel->pCurr; // set up the current pos
+
+ if (start == (unsigned char*)-1) // special "stop" sign
+ {
+ pChannel->bOn=0; // -> turn everything off
+ pChannel->ADSRX.lVolume=0;
+ pChannel->ADSRX.EnvelopeVol=0;
+ goto ENDX; // -> and done for this channel
+ }
+
+ pChannel->iSBPos=0;
+
+ //////////////////////////////////////////// spu irq handler here? mmm... do it later
+
+ s_1=pChannel->s_1;
+ s_2=pChannel->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);
+
+ pChannel->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;
+
+ pChannel->SB[nSample++]=fa;
+ }
+
+ //////////////////////////////////////////// irq check
+
+ if(irqCallback && (spuCtrl&0x40)) // some callback and irq active?
+ {
+ if((pSpuIrq > start-16 && // irq address reached?
+ pSpuIrq <= start) ||
+ ((flags&1) && // special: irq on looping addr, when stop/loop flag is set
+ (pSpuIrq > pChannel->pLoop-16 &&
+ pSpuIrq <= pChannel->pLoop)))
+ {
+ pChannel->iIrqDone=1; // -> debug flag
+ irqCallback(); // -> call main emu
+
+ if(iSPUIRQWait) // -> option: wait after irq for main emu
+ {
+ iSpuAsyncWait=1;
+ bIRQReturn=1;
+ }
+ }
+ }
+
+ //////////////////////////////////////////// flag handler
+
+ if((flags&4) && (!pChannel->bIgnoreLoop))
+ pChannel->pLoop=start-16; // loop adress
+
+ if(flags&1) // 1: stop/loop
+ {
+ // We play this block out first...
+ //if(!(flags&2)) // 1+2: do loop... otherwise: stop
+ if(flags!=3 || pChannel->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 = pChannel->pLoop;
+ }
+ }
+
+ pChannel->pCurr=start; // store values for next cycle
+ pChannel->s_1=s_1;
+ pChannel->s_2=s_2;
+
+ ////////////////////////////////////////////
+
+ if(bIRQReturn) // special return for "spu irq - wait for cpu action"
+ {
+ bIRQReturn=0;
+ if(iUseTimer!=2)
+ {
+ DWORD dwWatchTime=timeGetTime()+2500;
+
+ while(iSpuAsyncWait && !bEndThread &&
+ timeGetTime()<dwWatchTime)
+#ifdef _WINDOWS
+ Sleep(1);
+#else
+ usleep(1000L);
+#endif
+
+ }
+ else
+ {
+ lastch=ch;
+ lastns=ns;
+
+#ifdef _WINDOWS
+ return;
+#else
+ return 0;
+#endif
+ }
+ }
+
+ ////////////////////////////////////////////
+
+GOON: ;
+
+ }
+
+ fa=pChannel->SB[pChannel->iSBPos++]; // get sample data
+
+ StoreInterpolationVal(pChannel,fa); // store val for later interpolation
+
+ pChannel->spos -= 0x10000L;
+ }
+
+ ////////////////////////////////////////////////
+
+ if(pChannel->bNoise)
+ fa=iGetNoiseVal(pChannel); // get noise val
+ else fa=iGetInterpolationVal(pChannel); // get sample val
+
+ pChannel->sval=(MixADSR(pChannel)*fa)/1024; // mix adsr
+
+ if(pChannel->bFMod==2) // fmod freq channel
+ iFMod[ns]=pChannel->sval; // -> store 1T sample data, use that to do fmod on next channel
+ else // no fmod freq channel
+ {
+ //////////////////////////////////////////////
+ // ok, left/right sound volume (psx volume goes from 0 ... 0x3fff)
+
+ if(pChannel->iMute)
+ pChannel->sval=0; // debug mute
+ else
+ {
+ SSumL[ns]+=(pChannel->sval*pChannel->iLeftVolume)/0x4000L;
+ SSumR[ns]+=(pChannel->sval*pChannel->iRightVolume)/0x4000L;
+ }
+
+ //////////////////////////////////////////////
+ // now let us store sound data for reverb
+
+ if(pChannel->bRVBActive) StoreREVERB(pChannel,ns);
+ }
+
+ ////////////////////////////////////////////////
+ // ok, go on until 1 ms data of this channel is collected
+
+ ns++;
+ pChannel->spos += pChannel->sinc;
+
+ }
+ENDX: ;
+ }
+ }
+
+ //---------------------------------------------------//
+ //- here we have another 1 ms of sound data
+ //---------------------------------------------------//
+ // mix XA infos (if any)
+
+ if(XAPlay!=XAFeed || XARepeat) MixXA();
+
+ ///////////////////////////////////////////////////////
+ // mix all channels (including reverb) into one buffer
+
+ if(iDisStereo) // no stereo?
+ {
+ int dl,dr;
+ for(ns=0;ns<NSSIZE;ns++)
+ {
+ SSumL[ns]+=MixREVERBLeft(ns);
+
+ dl=SSumL[ns]/voldiv;SSumL[ns]=0;
+ if(dl<-32767) dl=-32767;if(dl>32767) dl=32767;
+
+ SSumR[ns]+=MixREVERBRight();
+
+ dr=SSumR[ns]/voldiv;SSumR[ns]=0;
+ if(dr<-32767) dr=-32767;if(dr>32767) dr=32767;
+ *pS++=(dl+dr)/2;
+ }
+ }
+ else // stereo:
+ for(ns=0;ns<NSSIZE;ns++)
+ {
+ SSumL[ns]+=MixREVERBLeft(ns);
+
+ d=SSumL[ns]/voldiv;SSumL[ns]=0;
+ if(d<-32767) d=-32767;if(d>32767) d=32767;
+ *pS++=d;
+
+ SSumR[ns]+=MixREVERBRight();
+
+ d=SSumR[ns]/voldiv;SSumR[ns]=0;
+ if(d<-32767) d=-32767;if(d>32767) d=32767;
+ *pS++=d;
+ }
+
+ //////////////////////////////////////////////////////
+ // special irq handling in the decode buffers (0x0000-0x1000)
+ // we know:
+ // the decode buffers are located in spu memory in the following way:
+ // 0x0000-0x03ff CD audio left
+ // 0x0400-0x07ff CD audio right
+ // 0x0800-0x0bff Voice 1
+ // 0x0c00-0x0fff Voice 3
+ // and decoded data is 16 bit for one sample
+ // we assume:
+ // even if voices 1/3 are off or no cd audio is playing, the internal
+ // play positions will move on and wrap after 0x400 bytes.
+ // Therefore: we just need a pointer from spumem+0 to spumem+3ff, and
+ // increase this pointer on each sample by 2 bytes. If this pointer
+ // (or 0x400 offsets of this pointer) hits the spuirq address, we generate
+ // an IRQ. Only problem: the "wait for cpu" option is kinda hard to do here
+ // in some of Peops timer modes. So: we ignore this option here (for now).
+ // Also note: we abuse the channel 0-3 irq debug display for those irqs
+ // (since that's the easiest way to display such irqs in debug mode :))
+
+ if(pMixIrq && irqCallback) // pMixIRQ will only be set, if the config option is active
+ {
+ for(ns=0;ns<NSSIZE;ns++)
+ {
+ if((spuCtrl&0x40) && pSpuIrq && pSpuIrq<spuMemC+0x1000)
+ {
+ for(ch=0;ch<4;ch++)
+ {
+ if(pSpuIrq>=pMixIrq+(ch*0x400) && pSpuIrq<pMixIrq+(ch*0x400)+2)
+ {irqCallback();s_chan[ch].iIrqDone=1;}
+ }
+ }
+ pMixIrq+=2;if(pMixIrq>spuMemC+0x3ff) pMixIrq=spuMemC;
+ }
+ }
+
+ InitREVERB();
+
+ //////////////////////////////////////////////////////
+ // feed the sound
+ // wanna have around 1/60 sec (16.666 ms) updates
+
+ if(iCycle++>16)
+ {
+ //- zn qsound mixer callback ----------------------//
+
+ if(irqQSound)
+ {
+ long * pl=(long *)XAPlay;
+ short * ps=(short *)pSpuBuffer;
+ int g,iBytes=((unsigned char *)pS)-((unsigned char *)pSpuBuffer);
+ iBytes/=2;
+ for(g=0;g<iBytes;g++) {*pl++=*ps++;}
+
+ irqQSound((unsigned char *)pSpuBuffer,(long *)XAPlay,iBytes/2);
+ }
+
+ //-------------------------------------------------//
+
+ SoundFeedStreamData((unsigned char*)pSpuBuffer,
+ ((unsigned char *)pS)-
+ ((unsigned char *)pSpuBuffer));
+ pS=(short *)pSpuBuffer;
+ iCycle=0;
+ }
+ }
+
+ // end of big main loop...
+
+ bThreadEnded=1;
+
+#ifndef _WINDOWS
+ return 0;
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// WINDOWS THREAD... simply calls the timer func and stays forever :)
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+
+DWORD WINAPI MAINThreadEx(LPVOID lpParameter)
+{
+ MAINProc(0,0,0,0,0);
+ return 0;
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// SPU ASYNC... even newer epsxe func
+// 1 time every 'cycle' cycles... harhar
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK SPUasync(unsigned long cycle)
+{
+
+ if(iSpuAsyncWait)
+ {
+ iSpuAsyncWait++;
+ if(iSpuAsyncWait<=64) return;
+ iSpuAsyncWait=0;
+ }
+
+#ifdef _WINDOWS
+ if(iDebugMode==2)
+ {
+ if(IsWindow(hWDebug)) DestroyWindow(hWDebug);
+ hWDebug=0;iDebugMode=0;
+ }
+ if(iRecordMode==2)
+ {
+ if(IsWindow(hWRecord)) DestroyWindow(hWRecord);
+ hWRecord=0;iRecordMode=0;
+ }
+#endif
+
+ if(iUseTimer==2) // special mode, only used in Linux by this spu (or if you enable the experimental Windows mode)
+ {
+ if(!bSpuInit) return; // -> no init, no call
+
+#ifdef _WINDOWS
+ MAINProc(0,0,0,0,0); // -> experimental win mode... not really tested... don't like the drawbacks
+#else
+ MAINThread(0); // -> linux high-compat mode
+#endif
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// SPU UPDATE... new epsxe func
+// 1 time every 32 hsync lines
+// (312/32)x50 in pal
+// (262/32)x60 in ntsc
+////////////////////////////////////////////////////////////////////////
+
+#ifndef _WINDOWS
+
+// since epsxe 1.5.2 (linux) uses SPUupdate, not SPUasync, I will
+// leave that func in the linux port, until epsxe linux is using
+// the async function as well
+
+void CALLBACK SPUupdate(void)
+{
+ SPUasync(0);
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// XA AUDIO
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK SPUplayADPCMchannel(xa_decode_t *xap)
+{
+ if(!iUseXA) return; // no XA? bye
+ if(!xap) return;
+ if(!xap->freq) return; // no xa freq ? bye
+
+ FeedXA(xap); // call main XA feeder
+}
+
+////////////////////////////////////////////////////////////////////////
+// INIT/EXIT STUFF
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// SPUINIT: this func will be called first by the main emu
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK SPUinit(void)
+{
+ spuMemC=(unsigned char *)spuMem; // just small setup
+ memset((void *)s_chan,0,MAXCHAN*sizeof(SPUCHAN));
+ memset((void *)&rvb,0,sizeof(REVERBInfo));
+ InitADSR();
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// SETUPTIMER: init of certain buffers and threads/timers
+////////////////////////////////////////////////////////////////////////
+
+void SetupTimer(void)
+{
+ memset(SSumR,0,NSSIZE*sizeof(int)); // init some mixing buffers
+ memset(SSumL,0,NSSIZE*sizeof(int));
+ memset(iFMod,0,NSSIZE*sizeof(int));
+
+ pS=(short *)pSpuBuffer; // setup soundbuffer pointer
+
+ bEndThread=0; // init thread vars
+ bThreadEnded=0;
+ bSpuInit=1; // flag: we are inited
+
+#ifdef _WINDOWS
+
+ if(iUseTimer==1) // windows: use timer
+ {
+ timeBeginPeriod(1);
+ timeSetEvent(1,1,MAINProc,0,TIME_ONESHOT);
+ }
+ else
+ if(iUseTimer==0) // windows: use thread
+ {
+ //_beginthread(MAINThread,0,NULL);
+ DWORD dw;
+ hMainThread=CreateThread(NULL,0,MAINThreadEx,0,0,&dw);
+ SetThreadPriority(hMainThread,
+ //THREAD_PRIORITY_TIME_CRITICAL);
+ THREAD_PRIORITY_HIGHEST);
+ }
+
+#else
+
+#ifndef NOTHREADLIB
+ if(!iUseTimer) // linux: use thread
+ {
+ pthread_create(&thread, NULL, MAINThread, NULL);
+ }
+#endif
+
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// REMOVETIMER: kill threads/timers
+////////////////////////////////////////////////////////////////////////
+
+void RemoveTimer(void)
+{
+ bEndThread=1; // raise flag to end thread
+
+#ifdef _WINDOWS
+
+ if(iUseTimer!=2) // windows thread?
+ {
+ while(!bThreadEnded) {Sleep(5L);} // -> wait till thread has ended
+ Sleep(5L);
+ }
+ if(iUseTimer==1) timeEndPeriod(1); // windows timer? stop it
+
+#else
+
+#ifndef NOTHREADLIB
+ if(!iUseTimer) // linux tread?
+ {
+ int i=0;
+ while(!bThreadEnded && i<2000) {usleep(1000L);i++;} // -> wait until thread has ended
+ if(thread!=-1) {pthread_cancel(thread);thread=-1;} // -> cancel thread anyway
+ }
+#endif
+
+#endif
+
+ bThreadEnded=0; // no more spu is running
+ bSpuInit=0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// SETUPSTREAMS: init most of the spu buffers
+////////////////////////////////////////////////////////////////////////
+
+void SetupStreams(void)
+{
+ int i;
+
+ pSpuBuffer=(unsigned char *)malloc(32768); // alloc mixing buffer
+
+ if(iUseReverb==1) i=88200*2;
+ else i=NSSIZE*2;
+
+ sRVBStart = (int *)malloc(i*4); // alloc reverb buffer
+ memset(sRVBStart,0,i*4);
+ sRVBEnd = sRVBStart + i;
+ sRVBPlay = sRVBStart;
+
+ XAStart = // alloc xa buffer
+ (unsigned long *)malloc(44100*4);
+ XAPlay = XAStart;
+ XAFeed = XAStart;
+ XAEnd = XAStart + 44100;
+
+ 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 = 0xf<<27; // -> 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;
+ }
+
+ if(iUseDBufIrq) pMixIrq=spuMemC; // enable decoded buffer irqs by setting the address
+}
+
+////////////////////////////////////////////////////////////////////////
+// REMOVESTREAMS: free most buffer
+////////////////////////////////////////////////////////////////////////
+
+void RemoveStreams(void)
+{
+ free(pSpuBuffer); // free mixing buffer
+ pSpuBuffer=NULL;
+ free(sRVBStart); // free reverb buffer
+ sRVBStart=0;
+ free(XAStart); // free XA buffer
+ XAStart=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
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK SPUopen(HWND hW)
+#else
+long SPUopen(void)
+#endif
+{
+ if(bSPUIsOpen) return 0; // security for some stupid main emus
+
+ iUseXA=1; // just small setup
+ iVolume=3;
+ iReverbOff=-1;
+ spuIrq=0;
+ spuAddr=0xffffffff;
+ bEndThread=0;
+ bThreadEnded=0;
+ spuMemC=(unsigned char *)spuMem;
+ pMixIrq=0;
+ memset((void *)s_chan,0,(MAXCHAN+1)*sizeof(SPUCHAN));
+ pSpuIrq=0;
+ iSPUIRQWait=1;
+
+#ifdef _WINDOWS
+ LastWrite=0xffffffff;LastPlay=0; // init some play vars
+ if(!IsWindow(hW)) hW=GetActiveWindow();
+ hWMain = hW; // store hwnd
+#endif
+
+ ReadConfig(); // read user stuff
+
+ SetupSound(); // setup sound (before init!)
+
+ SetupStreams(); // prepare streaming
+
+ SetupTimer(); // timer for feeding data
+
+ bSPUIsOpen=1;
+
+#ifdef _WINDOWS
+ if(iDebugMode) // windows debug dialog
+ {
+ hWDebug=CreateDialog(hInst,MAKEINTRESOURCE(IDD_DEBUG),
+ NULL,(DLGPROC)DebugDlgProc);
+ SetWindowPos(hWDebug,HWND_TOPMOST,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE|SWP_SHOWWINDOW|SWP_NOACTIVATE);
+ UpdateWindow(hWDebug);
+ SetFocus(hWMain);
+ }
+
+ if(iRecordMode) // windows recording dialog
+ {
+ hWRecord=CreateDialog(hInst,MAKEINTRESOURCE(IDD_RECORD),
+ NULL,(DLGPROC)RecordDlgProc);
+ SetWindowPos(hWRecord,HWND_TOPMOST,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE|SWP_SHOWWINDOW|SWP_NOACTIVATE);
+ UpdateWindow(hWRecord);
+ SetFocus(hWMain);
+ }
+#endif
+
+ return PSE_SPU_ERR_SUCCESS;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#ifndef _WINDOWS
+void SPUsetConfigFile(char * pCfg)
+{
+ pConfigFile=pCfg;
+}
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// SPUCLOSE: called before shutdown
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK SPUclose(void)
+{
+ if(!bSPUIsOpen) return 0; // some security
+
+ bSPUIsOpen=0; // no more open
+
+#ifdef _WINDOWS
+ if(IsWindow(hWDebug)) DestroyWindow(hWDebug);
+ hWDebug=0;
+ if(IsWindow(hWRecord)) DestroyWindow(hWRecord);
+ hWRecord=0;
+#endif
+
+ RemoveTimer(); // no more feeding
+
+ RemoveSound(); // no more sound handling
+
+ RemoveStreams(); // no more streaming
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// SPUSHUTDOWN: called by main emu on final exit
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK SPUshutdown(void)
+{
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// SPUTEST: we don't test, we are always fine ;)
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK SPUtest(void)
+{
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// SPUCONFIGURE: call config dialog
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK SPUconfigure(void)
+{
+#ifdef _WINDOWS
+ DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG),
+ GetActiveWindow(),(DLGPROC)DSoundDlgProc);
+#else
+#ifdef _MACOSX
+ DoConfiguration();
+#else
+ StartCfgTool("CFG");
+#endif
+#endif
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// SPUABOUT: show about window
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK SPUabout(void)
+{
+#ifdef _WINDOWS
+ DialogBox(hInst,MAKEINTRESOURCE(IDD_ABOUT),
+ GetActiveWindow(),(DLGPROC)AboutDlgProc);
+#else
+#ifdef _MACOSX
+ DoAbout();
+#else
+ StartCfgTool("ABOUT");
+#endif
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// SETUP CALLBACKS
+// this functions will be called once,
+// passes a callback that should be called on SPU-IRQ/cdda volume change
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK SPUregisterCallback(void (CALLBACK *callback)(void))
+{
+ irqCallback = callback;
+}
+
+void CALLBACK SPUregisterCDDAVolume(void (CALLBACK *CDDAVcallback)(unsigned short,unsigned short))
+{
+ cddavCallback = CDDAVcallback;
+}
+
+////////////////////////////////////////////////////////////////////////
+// COMMON PLUGIN INFO FUNCS
+////////////////////////////////////////////////////////////////////////
+
+char * CALLBACK PSEgetLibName(void)
+{
+ return libraryName;
+}
+
+unsigned long CALLBACK PSEgetLibType(void)
+{
+ return PSE_LT_SPU;
+}
+
+unsigned long CALLBACK PSEgetLibVersion(void)
+{
+ return version<<16|revision<<8|build;
+}
+
+char * SPUgetLibInfos(void)
+{
+ return libraryInfo;
+}
+
+////////////////////////////////////////////////////////////////////////
+