diff options
Diffstat (limited to 'plugins/dfsound/spu.c')
| -rwxr-xr-x[-rw-r--r--] | plugins/dfsound/spu.c | 2980 |
1 files changed, 1490 insertions, 1490 deletions
diff --git a/plugins/dfsound/spu.c b/plugins/dfsound/spu.c index 8ee6a820..4dcb00b5 100644..100755 --- a/plugins/dfsound/spu.c +++ b/plugins/dfsound/spu.c @@ -1,1490 +1,1490 @@ -/***************************************************************************
- 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. *
- * *
- ***************************************************************************/
-
-#include "stdafx.h"
-
-#define _IN_SPU
-
-#include "externals.h"
-#include "cfg.h"
-#include "dsoundoss.h"
-#include "regs.h"
-
-#ifdef _WINDOWS
-#include "debug.h"
-#include "record.h"
-#elif defined(_MACOSX)
-#include "maccfg.h"
-#endif
-
-#ifdef ENABLE_NLS
-#include <libintl.h>
-#include <locale.h>
-#define _(x) gettext(x)
-#define N_(x) (x)
-//If running under Mac OS X, use the Localizable.strings file instead.
-#elif defined(_MACOSX)
-#ifdef PCSXRCORE
-extern char* Pcsxr_locale_text(char* toloc);
-#define _(String) Pcsxr_locale_text(String)
-#define N_(String) String
-#else
-#ifndef PCSXRPLUG
-#warning please define the plug being built to use Mac OS X localization!
-#define _(msgid) msgid
-#define N_(msgid) msgid
-#else
-//Kludge to get the preprocessor to accept PCSXRPLUG as a variable.
-#define PLUGLOC_x(x,y) x ## y
-#define PLUGLOC_y(x,y) PLUGLOC_x(x,y)
-#define PLUGLOC PLUGLOC_y(PCSXRPLUG,_locale_text)
-extern char* PLUGLOC(char* toloc);
-#define _(String) PLUGLOC(String)
-#define N_(String) String
-#endif
-#endif
-#else
-#define _(x) (x)
-#define N_(x) (x)
-#endif
-
-#if defined (_WINDOWS)
-static char * libraryName = N_("DirectSound Driver");
-#elif defined (USEMACOSX)
-static char * libraryName = N_("Mac OS X Sound");
-#elif defined (USEALSA)
-static char * libraryName = N_("ALSA Sound");
-#elif defined (USEOSS)
-static char * libraryName = N_("OSS Sound");
-#elif defined (USESDL)
-static char * libraryName = N_("SDL Sound");
-#elif defined (USEOPENAL)
-static char * libraryName = N_("OpenAL Sound");
-#elif defined (USEPULSEAUDIO)
-static char * libraryName = N_("PulseAudio Sound");
-#else
-static char * libraryName = N_("NULL Sound");
-#endif
-
-static char * libraryInfo = N_("P.E.Op.S. Sound Driver V1.7\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 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 iFreqResponse=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 long dwNoiseCount; // global noise generator
-unsigned long dwNoiseClock; // global noise generator
-int iSpuAsyncWait=0;
-
-unsigned int decoded_ptr = 0;
-unsigned int bIrqHit = 0;
-
-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
-static pthread_t thread = (pthread_t)-1; // thread id (linux)
-#endif
-
-uint32_t 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;
-
-// certain globals (were local before, but with the new timeproc I need em global)
-
-static 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;
-
-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:
-// /
-// /
-//
-
-
-static 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
-//
-
-static 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
-////////////////////////////////////////////////////////////////////////
-
-static INLINE void StartSound(int ch)
-{
- StartADSR(ch);
- StartREVERB(ch);
-
- // fussy timing issues - do in VoiceOn
- //s_chan[ch].pCurr=s_chan[ch].pStart; // set sample start
- //s_chan[ch].bStop=0;
- //s_chan[ch].bOn=1;
-
- 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].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
-
- dwNewChannel&=~(1<<ch); // clear new channel bit
-}
-
-////////////////////////////////////////////////////////////////////////
-// ALL KIND OF HELPERS
-////////////////////////////////////////////////////////////////////////
-
-static INLINE void VoiceChangeFrequency(int ch)
-{
- 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
-}
-
-////////////////////////////////////////////////////////////////////////
-
-static INLINE void FModChangeFrequency(int ch,int ns)
-{
- int NP=s_chan[ch].iRawPitch;
-
- NP=((32768L+iFMod[ns])*NP)/32768L;
-
- if(NP>0x3fff) NP=0x3fff;
- if(NP<0x1) NP=0x1;
-
- NP=(44100L*NP)/(4096L); // calc frequency
-
- s_chan[ch].iActFreq=NP;
- s_chan[ch].iUsedFreq=NP;
- s_chan[ch].sinc=(((NP/10)<<16)/4410);
- if(!s_chan[ch].sinc) s_chan[ch].sinc=1;
- if(iUseInterpolation==1) // freq change in simple interpolation mode
- s_chan[ch].SB[32]=1;
- iFMod[ns]=0;
-}
-
-////////////////////////////////////////////////////////////////////////
-
-/*
-Noise Algorithm
-- Dr.Hell (Xebra PS1 emu)
-- 100% accurate (waveform + frequency)
-- http://drhell.web.fc2.com
-
-
-Level change cycle
-Freq = 0x8000 >> (NoiseClock >> 2);
-
-Frequency of half cycle
-Half = ((NoiseClock & 3) * 2) / (4 + (NoiseClock & 3));
-- 0 = (0*2)/(4+0) = 0/4
-- 1 = (1*2)/(4+1) = 2/5
-- 2 = (2*2)/(4+2) = 4/6
-- 3 = (3*2)/(4+3) = 6/7
-
--------------------------------
-
-5*6*7 = 210
-4 - 0*0 = 0
-5 - 42*2 = 84
-6 - 35*4 = 140
-7 - 30*6 = 180
-*/
-
-// Noise Waveform - Dr. Hell (Xebra)
-char NoiseWaveAdd [64] = {
- 1, 0, 0, 1, 0, 1, 1, 0,
- 1, 0, 0, 1, 0, 1, 1, 0,
- 1, 0, 0, 1, 0, 1, 1, 0,
- 1, 0, 0, 1, 0, 1, 1, 0,
- 0, 1, 1, 0, 1, 0, 0, 1,
- 0, 1, 1, 0, 1, 0, 0, 1,
- 0, 1, 1, 0, 1, 0, 0, 1,
- 0, 1, 1, 0, 1, 0, 0, 1
-};
-
-unsigned short NoiseFreqAdd[5] = {
- 0, 84, 140, 180, 210
-};
-
-static INLINE void NoiseClock()
-{
- unsigned int level;
-
- level = 0x8000 >> (dwNoiseClock >> 2);
- level <<= 16;
-
- dwNoiseCount += 0x10000;
-
- // Dr. Hell - fraction
- dwNoiseCount += NoiseFreqAdd[ dwNoiseClock & 3 ];
- if( (dwNoiseCount&0xffff) >= NoiseFreqAdd[4] ) {
- dwNoiseCount += 0x10000;
- dwNoiseCount -= NoiseFreqAdd[ dwNoiseClock & 3 ];
- }
-
- if( dwNoiseCount >= level )
- {
- while( dwNoiseCount >= level )
- dwNoiseCount -= level;
-
- // Dr. Hell - form
- dwNoiseVal = (dwNoiseVal<<1) | NoiseWaveAdd[ (dwNoiseVal>>10) & 63 ];
- }
-}
-
-static INLINE int iGetNoiseVal(int ch)
-{
- int fa;
-
- fa = (short) dwNoiseVal;
-
- // no clip need
- //if(fa>32767L) fa=32767L;
- //if(fa<-32767L) fa=-32767L;
-
- // don't upset VAG decoder
- //if(iUseInterpolation<2) // no gauss/cubic interpolation?
- //pChannel->SB[29] = fa; // -> store noise val in "current sample" slot
-
- // boost volume - no more!
- //return fa * 3 / 2;
- return fa;
-}
-
-////////////////////////////////////////////////////////////////////////
-
-static INLINE void StoreInterpolationVal(int ch,int fa)
-{
- /*
- // fmod channel = sound output
- if(s_chan[ch].bFMod==2) // fmod freq channel
- s_chan[ch].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 = 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
- }
-}
-
-////////////////////////////////////////////////////////////////////////
-
-static INLINE int iGetInterpolationVal(int ch)
-{
- int fa;
-
- // fmod channel = sound output
- //if(s_chan[ch].bFMod==2) return s_chan[ch].SB[29];
-
- switch(iUseInterpolation)
- {
- //--------------------------------------------------//
- case 3: // cubic interpolation
- {
- long xd;int gpos;
- 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;
-
- } break;
- //--------------------------------------------------//
- case 2: // gauss interpolation
- {
- int vl, vr;int gpos;
- 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;
- } break;
- //--------------------------------------------------//
- case 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];
- } break;
- //--------------------------------------------------//
- default: // no interpolation
- {
- fa=s_chan[ch].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 1
-#define PAUSE_L 1000
-
-////////////////////////////////////////////////////////////////////////
-
-#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;
- int voldiv = iVolume;
-
- unsigned char * start;unsigned int nSample;
- int ch,predict_nr,shift_factor,flags,d,s;
- int bIRQReturn=0;
- unsigned int decoded_voice=0;
-
- // mute output
- if( voldiv == 5 ) voldiv = 0x7fffffff;
-
- 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>1) 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
- goto GOON; // -> directly jump to the continue point
- }
-
- //--------------------------------------------------//
- //- main channel loop -//
- //--------------------------------------------------//
- {
- ns=0;
- decoded_voice = decoded_ptr;
-
- while(ns<NSSIZE) // loop until 1 ms of data is reached
- {
- SSumL[ns]=0;
- SSumR[ns]=0;
-
-
- // decoded buffer values - dummy
- spuMem[ (0x000 + decoded_voice) / 2 ] = (short) 0;
- spuMem[ (0x400 + decoded_voice) / 2 ] = (short) 0;
- spuMem[ (0x800 + decoded_voice) / 2 ] = (short) 0;
- spuMem[ (0xc00 + decoded_voice) / 2 ] = (short) 0;
-
-
- NoiseClock();
-
- 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) {
-#if 1
- StartSound(ch); // start new sound
- dwNewChannel&=~(1<<ch); // clear new channel bit
-#else
- if( s_chan[ch].ADSRX.StartDelay == 0 ) {
- StartSound(ch); // start new sound
- dwNewChannel&=~(1<<ch); // clear new channel bit
- } else {
- s_chan[ch].ADSRX.StartDelay--;
- }
-#endif
- }
- if(!s_chan[ch].bOn) continue; // channel not playing? next
-
- if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq) // new psx frequency?
- VoiceChangeFrequency(ch);
-
- if(s_chan[ch].bFMod==1 && iFMod[ns]) // fmod freq channel
- FModChangeFrequency(ch,ns);
-
- while(s_chan[ch].spos>=0x10000L)
- {
- if(s_chan[ch].iSBPos==28) // 28 reached?
- {
- // Xenogears - Anima Relic dungeon (exp gain)
- if( s_chan[ch].bLoopJump == 1 )
- s_chan[ch].pCurr = s_chan[ch].pLoop;
-
- s_chan[ch].bLoopJump = 0;
-
-
- start=s_chan[ch].pCurr; // set up the current pos
-
- if (s_chan[ch].iSilent==1 || start == (unsigned char*)-1) // special "stop" sign
- {
- // silence = let channel keep running (IRQs)
- //s_chan[ch].bOn=0; // -> turn everything off
- s_chan[ch].iSilent=2;
-
- s_chan[ch].ADSRX.lVolume=0;
- s_chan[ch].ADSRX.EnvelopeVol=0;
- }
-
- 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++;
-
- // Silhouette Mirage - Serah fight
- if( predict_nr > 4 ) predict_nr = 0;
-
- // -------------------------------------- //
-
- 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);
-
- // snes brr clamps
- fa = CLAMP16(fa);
-
- 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);
-
- // snes brr clamps
- fa = CLAMP16(fa);
-
- s_2=s_1;s_1=fa;
-
- s_chan[ch].SB[nSample++]=fa;
- }
-
- //////////////////////////////////////////// irq check
-
-#if 1
- // ?? (-8)
- if( Check_IRQ( (start-spuMemC)-8, 0 ) ||
- Check_IRQ( (start-spuMemC)-0, 0 ) )
- {
-#else
- 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 > s_chan[ch].pLoop-16 &&
- pSpuIrq <= s_chan[ch].pLoop)))
-#endif
- {
- s_chan[ch].iIrqDone=1; // -> debug flag
- irqCallback(); // -> call main emu
-
- if(iSPUIRQWait) // -> option: wait after irq for main emu
- {
- iSpuAsyncWait=1;
- bIRQReturn=1;
- }
- }
- }
-
- //////////////////////////////////////////// flag handler
-
- /*
- SPU2-X:
- $4 = set loop to current block
- $2 = keep envelope on (no mute)
- $1 = jump to loop address
-
- silence means no volume (ADSR keeps playing!!)
- */
-
- if(flags&4)
- s_chan[ch].pLoop=start-16;
-
-
- // Jungle Book - Rhythm 'n Groove - don't reset ignore status
- // - fixes gameplay speed (IRQ hits)
- //s_chan[ch].bIgnoreLoop = 0;
-
-
- if(flags&1)
- {
- // ...?
- //s_chan[ch].bIgnoreLoop = 0;
-
- // Xenogears - 7 = play missing sounds
- // set jump flag
- s_chan[ch].bLoopJump = 1;
-
-
- // silence = keep playing..?
- if( (flags&2) == 0 ) {
- s_chan[ch].iSilent = 1;
-
- // silence = don't start release phase
- //s_chan[ch].bStop = 1;
-
- //start = (unsigned char *) -1;
- }
- }
-
-#if 0
- // crash check
- if( start == 0 )
- start = (unsigned char *) -1;
- if( start >= spuMemC + 0x80000 )
- start = spuMemC - 0x80000;
-#endif
-
-
- // Silhouette Mirage - ending mini-game
-
- // ??
- if( start - spuMemC >= 0x80000 ) {
- start -= 16;
-
- s_chan[ch].iSilent = 1;
- s_chan[ch].bStop = 1;
- }
-
-
- 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;
- if(iUseTimer!=2)
- {
- DWORD dwWatchTime=timeGetTime_spu()+2500;
-
- while(iSpuAsyncWait && !bEndThread &&
- timeGetTime_spu()<dwWatchTime)
-#ifdef _WINDOWS
- Sleep(1);
-#else
- usleep(1000L);
-#endif
- }
- else
- {
- lastch=ch;
- lastns=ns;
-
-#ifdef _WINDOWS
- return;
-#else
- return 0;
-#endif
- }
- }
-
-GOON: ;
- }
-
- fa=s_chan[ch].SB[s_chan[ch].iSBPos++]; // get sample data
-
- StoreInterpolationVal(ch,fa); // store val for later interpolation
-
- s_chan[ch].spos -= 0x10000L;
- }
-
- if(s_chan[ch].bNoise)
- fa=iGetNoiseVal(ch); // get noise val
- else fa=iGetInterpolationVal(ch); // get sample val
-
-
- // Voice 1/3 decoded buffer
- if( ch == 0 ) {
- spuMem[ (0x800 + decoded_voice) / 2 ] = (short) fa;
- } else if( ch == 2 ) {
- spuMem[ (0xc00 + decoded_voice) / 2 ] = (short) fa;
- }
-
-
- s_chan[ch].sval = (MixADSR(ch) * fa) / 1023; // mix adsr
-
- if(s_chan[ch].bFMod==2) // fmod freq channel
- iFMod[ns]=s_chan[ch].sval; // -> store 1T sample data, use that to do fmod on next channel
-
- // mix fmod channel into output
- // - Xenogears save icon (high pitch)
- {
- //////////////////////////////////////////////
- // ok, left/right sound volume (psx volume goes from 0 ... 0x3fff)
-
- if(s_chan[ch].iMute)
- s_chan[ch].sval=0; // debug mute
- else
- {
- SSumL[ns]+=(s_chan[ch].sval*s_chan[ch].iLeftVolume)/0x4000L;
- SSumR[ns]+=(s_chan[ch].sval*s_chan[ch].iRightVolume)/0x4000L;
- }
-
- //////////////////////////////////////////////
- // now let us store sound data for reverb
-
- if(s_chan[ch].bRVBActive) StoreREVERB(ch,ns);
- }
-
- s_chan[ch].spos += s_chan[ch].sinc;
- }
-
- ////////////////////////////////////////////////
- // ok, go on until 1 ms data of this channel is collected
-
- // decoded buffer - voice
- decoded_voice += 2;
- decoded_voice &= 0x400;
-
-
- // status flag
- if( decoded_voice >= 0x200 ) {
- spuStat |= STAT_DECODED;
- } else {
- spuStat &= ~STAT_DECODED;
- }
-
-
- // IRQ work
- {
- unsigned char *old_irq;
- unsigned int old_ptr;
-
- old_irq = pSpuIrq;
- old_ptr = decoded_voice;
-
-#if 0
- // align to boundaries ($0, $200, $400, $600)
- pSpuIrq = ((pSpuIrq - spuMemC) & (~0x1ff)) + spuMemC;
- decoded_voice = decoded_voice & (~0x1ff);
-#endif
-
- // check all decoded buffer IRQs - timing issue
- Check_IRQ( decoded_voice + 0x000, 0 );
- Check_IRQ( decoded_voice + 0x400, 0 );
- Check_IRQ( decoded_voice + 0x800, 0 );
- Check_IRQ( decoded_voice + 0xc00, 0 );
-
- pSpuIrq = old_irq;
- decoded_voice = old_ptr;
- }
-
-
- ns++;
- } // end ns
- }
-
-
- //---------------------------------------------------//
- //- here we have another 1 ms of sound data
- //---------------------------------------------------//
- // mix XA infos (if any)
-
- MixXA();
-
-
- // now safe to update deocded buffer ptr
- decoded_ptr += ns * 2;
- decoded_ptr &= 0x400;
-
-
- ///////////////////////////////////////////////////////
- // 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++)
- {
- static double _interpolation_coefficient = 3.759285613;
-
- if(iFreqResponse) {
- int sl,sr;
- double ldiff, rdiff, avg, tmp;
-
- SSumL[ns]+=MixREVERBLeft(ns);
- SSumR[ns]+=MixREVERBRight();
-
- sl = SSumL[ns]; SSumL[ns]=0;
- sr = SSumR[ns]; SSumR[ns]=0;
-
-
- /*
- Frequency Response
- - William Pitcock (nenolod) (UPSE PSF player)
- - accurate (!)
- - http://nenolod.net
- */
-
- avg = ((sl + sr) / 2);
- ldiff = sl - avg;
- rdiff = sr - avg;
-
- tmp = avg + ldiff * _interpolation_coefficient;
- if (tmp < -32768)
- tmp = -32768;
- if (tmp > 32767)
- tmp = 32767;
- sl = (int)tmp;
-
- tmp = avg + rdiff * _interpolation_coefficient;
- if (tmp < -32768)
- tmp = -32768;
- if (tmp > 32767)
- tmp = 32767;
- sr = (int)tmp;
-
-
- *pS++=sl/voldiv;
- *pS++=sr/voldiv;
- } else {
- 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).
-
-#if 0
- if(pMixIrq && irqCallback)
- {
- 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;
- }
- }
-#endif
-
- InitREVERB();
-
- //////////////////////////////////////////////////////
- // feed the sound
- // latency = 25 ms (less pops, crackles, smoother)
-
- //if(iCycle++>=20)
- iCycle += APU_CYCLES_UPDATE;
- if(iCycle > 44000/1000*LATENCY + 100*LATENCY/1000)
- {
- SoundFeedStreamData((unsigned char *)pSpuBuffer,
- ((unsigned char *)pS) - ((unsigned char *)pSpuBuffer));
- pS = (short *)pSpuBuffer;
- iCycle = 0;
- }
-
-
- if( iUseTimer == 2 )
- break;
- }
-
- // 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
-
-long cpu_cycles;
-void CALLBACK SPUasync(unsigned long cycle)
-{
- cpu_cycles += cycle;
-
- if(iSpuAsyncWait)
- {
- iSpuAsyncWait++;
- if(iSpuAsyncWait<=64) return;
- iSpuAsyncWait=0;
-
- cpu_cycles = cycle;
- }
-
-#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
-
- // note: usable precision difference (not using interval_time)
- while( cpu_cycles >= CPU_CLOCK / 44100 * NSSIZE )
- {
- #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
-
- cpu_cycles -= CPU_CLOCK / 44100 * NSSIZE;
- }
- }
-}
-
-// SPU UPDATE... new epsxe func
-// 1 time every 32 hsync lines
-// (312/32)x50 in pal
-// (262/32)x60 in ntsc
-
-// 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);
-}
-
-// XA AUDIO
-
-void CALLBACK SPUplayADPCMchannel(xa_decode_t *xap)
-{
- if(!xap) return;
- if(!xap->freq) return; // no xa freq ? bye
-
- FeedXA(xap); // call main XA feeder
-}
-
-// CDDA AUDIO
-void CALLBACK SPUplayCDDAchannel(short *pcm, int nbytes)
-{
- if (!pcm) return;
- if (nbytes<=0) return;
-
- FeedCDDA((unsigned char *)pcm, nbytes);
-}
-
-// 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
-
- if(!iUseTimer) // linux: use thread
- {
- pthread_create(&thread, NULL, MAINThread, NULL);
- }
-
-#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
- if(!iUseTimer) // linux tread?
- {
- int i=0;
- while(!bThreadEnded && i<2000) {usleep(1000L);i++;} // -> wait until thread has ended
- if(thread!=(pthread_t)-1) {pthread_cancel(thread);thread=(pthread_t)-1;} // -> cancel thread anyway
- }
-
-#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
- (uint32_t *)malloc(44100 * sizeof(uint32_t));
- XAEnd = XAStart + 44100;
- XAPlay = XAStart;
- XAFeed = XAStart;
-
- CDDAStart = // alloc cdda buffer
- (uint32_t *)malloc(44100 * sizeof(uint32_t));
- CDDAEnd = CDDAStart + 44100;
- CDDAPlay = CDDAStart;
- CDDAFeed = CDDAStart;
-
- 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;
- }
-
- 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 = NULL;
- free(XAStart); // free XA buffer
- XAStart = NULL;
- free(CDDAStart); // free CDDA buffer
- CDDAStart = NULL;
-}
-
-// 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 *)&rvb, 0, sizeof(REVERBInfo));
- InitADSR();
-
- 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;
- lastch = -1;
-
- ReadConfig(); // read user stuff
- SetupStreams(); // prepare streaming
-
- return 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
-
-#ifdef _WINDOWS
- LastWrite=0xffffffff;LastPlay=0; // init some play vars
- if(!IsWindow(hW)) hW=GetActiveWindow();
- hWMain = hW; // store hwnd
-#endif
-
- SetupSound(); // setup sound (before init!)
- 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;
-}
-
-// 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
-
- return 0;
-}
-
-// SPUSHUTDOWN: called by main emu on final exit
-long CALLBACK SPUshutdown(void)
-{
- SPUclose();
- RemoveStreams(); // no more streaming
-
- 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)
-{
-#if defined (_WINDOWS)
- DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG),
- GetActiveWindow(),(DLGPROC)DSoundDlgProc);
-#elif defined (_MACOSX)
- DoConfiguration();
-#else
- StartCfgTool("CFG");
-#endif
-
- return 0;
-}
-
-// SPUABOUT: show about window
-void CALLBACK SPUabout(void)
-{
-#if defined (_WINDOWS)
- DialogBox(hInst,MAKEINTRESOURCE(IDD_ABOUT),
- GetActiveWindow(),(DLGPROC)AboutDlgProc);
-#elif defined (_MACOSX)
- DoAbout();
-#else
- StartCfgTool("ABOUT");
-#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 (1 << 16) | (1 << 8);
-}
-
-char * SPUgetLibInfos(void)
-{
- return _(libraryInfo);
-}
+/*************************************************************************** + 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. * + * * + ***************************************************************************/ + +#include "stdafx.h" + +#define _IN_SPU + +#include "externals.h" +#include "cfg.h" +#include "dsoundoss.h" +#include "regs.h" + +#ifdef _WINDOWS +#include "debug.h" +#include "record.h" +#elif defined(_MACOSX) +#include "maccfg.h" +#endif + +#ifdef ENABLE_NLS +#include <libintl.h> +#include <locale.h> +#define _(x) gettext(x) +#define N_(x) (x) +//If running under Mac OS X, use the Localizable.strings file instead. +#elif defined(_MACOSX) +#ifdef PCSXRCORE +extern char* Pcsxr_locale_text(char* toloc); +#define _(String) Pcsxr_locale_text(String) +#define N_(String) String +#else +#ifndef PCSXRPLUG +#warning please define the plug being built to use Mac OS X localization! +#define _(msgid) msgid +#define N_(msgid) msgid +#else +//Kludge to get the preprocessor to accept PCSXRPLUG as a variable. +#define PLUGLOC_x(x,y) x ## y +#define PLUGLOC_y(x,y) PLUGLOC_x(x,y) +#define PLUGLOC PLUGLOC_y(PCSXRPLUG,_locale_text) +extern char* PLUGLOC(char* toloc); +#define _(String) PLUGLOC(String) +#define N_(String) String +#endif +#endif +#else +#define _(x) (x) +#define N_(x) (x) +#endif + +#if defined (_WINDOWS) +static char * libraryName = N_("DirectSound Driver"); +#elif defined (USEMACOSX) +static char * libraryName = N_("Mac OS X Sound"); +#elif defined (USEALSA) +static char * libraryName = N_("ALSA Sound"); +#elif defined (USEOSS) +static char * libraryName = N_("OSS Sound"); +#elif defined (USESDL) +static char * libraryName = N_("SDL Sound"); +#elif defined (USEOPENAL) +static char * libraryName = N_("OpenAL Sound"); +#elif defined (USEPULSEAUDIO) +static char * libraryName = N_("PulseAudio Sound"); +#else +static char * libraryName = N_("NULL Sound"); +#endif + +static char * libraryInfo = N_("P.E.Op.S. Sound Driver V1.7\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 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 iFreqResponse=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 long dwNoiseCount; // global noise generator +unsigned long dwNoiseClock; // global noise generator +int iSpuAsyncWait=0; + +unsigned int decoded_ptr = 0; +unsigned int bIrqHit = 0; + +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 +static pthread_t thread = (pthread_t)-1; // thread id (linux) +#endif + +uint32_t 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; + +// certain globals (were local before, but with the new timeproc I need em global) + +static 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; + +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: +// / +// / +// + + +static 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 +// + +static 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 +//////////////////////////////////////////////////////////////////////// + +static INLINE void StartSound(int ch) +{ + StartADSR(ch); + StartREVERB(ch); + + // fussy timing issues - do in VoiceOn + //s_chan[ch].pCurr=s_chan[ch].pStart; // set sample start + //s_chan[ch].bStop=0; + //s_chan[ch].bOn=1; + + 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].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 + + dwNewChannel&=~(1<<ch); // clear new channel bit +} + +//////////////////////////////////////////////////////////////////////// +// ALL KIND OF HELPERS +//////////////////////////////////////////////////////////////////////// + +static INLINE void VoiceChangeFrequency(int ch) +{ + 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 +} + +//////////////////////////////////////////////////////////////////////// + +static INLINE void FModChangeFrequency(int ch,int ns) +{ + int NP=s_chan[ch].iRawPitch; + + NP=((32768L+iFMod[ns])*NP)/32768L; + + if(NP>0x3fff) NP=0x3fff; + if(NP<0x1) NP=0x1; + + NP=(44100L*NP)/(4096L); // calc frequency + + s_chan[ch].iActFreq=NP; + s_chan[ch].iUsedFreq=NP; + s_chan[ch].sinc=(((NP/10)<<16)/4410); + if(!s_chan[ch].sinc) s_chan[ch].sinc=1; + if(iUseInterpolation==1) // freq change in simple interpolation mode + s_chan[ch].SB[32]=1; + iFMod[ns]=0; +} + +//////////////////////////////////////////////////////////////////////// + +/* +Noise Algorithm +- Dr.Hell (Xebra PS1 emu) +- 100% accurate (waveform + frequency) +- http://drhell.web.fc2.com + + +Level change cycle +Freq = 0x8000 >> (NoiseClock >> 2); + +Frequency of half cycle +Half = ((NoiseClock & 3) * 2) / (4 + (NoiseClock & 3)); +- 0 = (0*2)/(4+0) = 0/4 +- 1 = (1*2)/(4+1) = 2/5 +- 2 = (2*2)/(4+2) = 4/6 +- 3 = (3*2)/(4+3) = 6/7 + +------------------------------- + +5*6*7 = 210 +4 - 0*0 = 0 +5 - 42*2 = 84 +6 - 35*4 = 140 +7 - 30*6 = 180 +*/ + +// Noise Waveform - Dr. Hell (Xebra) +char NoiseWaveAdd [64] = { + 1, 0, 0, 1, 0, 1, 1, 0, + 1, 0, 0, 1, 0, 1, 1, 0, + 1, 0, 0, 1, 0, 1, 1, 0, + 1, 0, 0, 1, 0, 1, 1, 0, + 0, 1, 1, 0, 1, 0, 0, 1, + 0, 1, 1, 0, 1, 0, 0, 1, + 0, 1, 1, 0, 1, 0, 0, 1, + 0, 1, 1, 0, 1, 0, 0, 1 +}; + +unsigned short NoiseFreqAdd[5] = { + 0, 84, 140, 180, 210 +}; + +static INLINE void NoiseClock() +{ + unsigned int level; + + level = 0x8000 >> (dwNoiseClock >> 2); + level <<= 16; + + dwNoiseCount += 0x10000; + + // Dr. Hell - fraction + dwNoiseCount += NoiseFreqAdd[ dwNoiseClock & 3 ]; + if( (dwNoiseCount&0xffff) >= NoiseFreqAdd[4] ) { + dwNoiseCount += 0x10000; + dwNoiseCount -= NoiseFreqAdd[ dwNoiseClock & 3 ]; + } + + if( dwNoiseCount >= level ) + { + while( dwNoiseCount >= level ) + dwNoiseCount -= level; + + // Dr. Hell - form + dwNoiseVal = (dwNoiseVal<<1) | NoiseWaveAdd[ (dwNoiseVal>>10) & 63 ]; + } +} + +static INLINE int iGetNoiseVal(int ch) +{ + int fa; + + fa = (short) dwNoiseVal; + + // no clip need + //if(fa>32767L) fa=32767L; + //if(fa<-32767L) fa=-32767L; + + // don't upset VAG decoder + //if(iUseInterpolation<2) // no gauss/cubic interpolation? + //pChannel->SB[29] = fa; // -> store noise val in "current sample" slot + + // boost volume - no more! + //return fa * 3 / 2; + return fa; +} + +//////////////////////////////////////////////////////////////////////// + +static INLINE void StoreInterpolationVal(int ch,int fa) +{ + /* + // fmod channel = sound output + if(s_chan[ch].bFMod==2) // fmod freq channel + s_chan[ch].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 = 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 + } +} + +//////////////////////////////////////////////////////////////////////// + +static INLINE int iGetInterpolationVal(int ch) +{ + int fa; + + // fmod channel = sound output + //if(s_chan[ch].bFMod==2) return s_chan[ch].SB[29]; + + switch(iUseInterpolation) + { + //--------------------------------------------------// + case 3: // cubic interpolation + { + long xd;int gpos; + 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; + + } break; + //--------------------------------------------------// + case 2: // gauss interpolation + { + int vl, vr;int gpos; + 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; + } break; + //--------------------------------------------------// + case 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]; + } break; + //--------------------------------------------------// + default: // no interpolation + { + fa=s_chan[ch].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 1 +#define PAUSE_L 1000 + +//////////////////////////////////////////////////////////////////////// + +#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; + int voldiv = iVolume; + + unsigned char * start;unsigned int nSample; + int ch,predict_nr,shift_factor,flags,d,s; + int bIRQReturn=0; + unsigned int decoded_voice=0; + + // mute output + if( voldiv == 5 ) voldiv = 0x7fffffff; + + 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>1) 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 + goto GOON; // -> directly jump to the continue point + } + + //--------------------------------------------------// + //- main channel loop -// + //--------------------------------------------------// + { + ns=0; + decoded_voice = decoded_ptr; + + while(ns<NSSIZE) // loop until 1 ms of data is reached + { + SSumL[ns]=0; + SSumR[ns]=0; + + + // decoded buffer values - dummy + spuMem[ (0x000 + decoded_voice) / 2 ] = (short) 0; + spuMem[ (0x400 + decoded_voice) / 2 ] = (short) 0; + spuMem[ (0x800 + decoded_voice) / 2 ] = (short) 0; + spuMem[ (0xc00 + decoded_voice) / 2 ] = (short) 0; + + + NoiseClock(); + + 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) { +#if 1 + StartSound(ch); // start new sound + dwNewChannel&=~(1<<ch); // clear new channel bit +#else + if( s_chan[ch].ADSRX.StartDelay == 0 ) { + StartSound(ch); // start new sound + dwNewChannel&=~(1<<ch); // clear new channel bit + } else { + s_chan[ch].ADSRX.StartDelay--; + } +#endif + } + if(!s_chan[ch].bOn) continue; // channel not playing? next + + if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq) // new psx frequency? + VoiceChangeFrequency(ch); + + if(s_chan[ch].bFMod==1 && iFMod[ns]) // fmod freq channel + FModChangeFrequency(ch,ns); + + while(s_chan[ch].spos>=0x10000L) + { + if(s_chan[ch].iSBPos==28) // 28 reached? + { + // Xenogears - Anima Relic dungeon (exp gain) + if( s_chan[ch].bLoopJump == 1 ) + s_chan[ch].pCurr = s_chan[ch].pLoop; + + s_chan[ch].bLoopJump = 0; + + + start=s_chan[ch].pCurr; // set up the current pos + + if (s_chan[ch].iSilent==1 || start == (unsigned char*)-1) // special "stop" sign + { + // silence = let channel keep running (IRQs) + //s_chan[ch].bOn=0; // -> turn everything off + s_chan[ch].iSilent=2; + + s_chan[ch].ADSRX.lVolume=0; + s_chan[ch].ADSRX.EnvelopeVol=0; + } + + 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++; + + // Silhouette Mirage - Serah fight + if( predict_nr > 4 ) predict_nr = 0; + + // -------------------------------------- // + + 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); + + // snes brr clamps + fa = CLAMP16(fa); + + 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); + + // snes brr clamps + fa = CLAMP16(fa); + + s_2=s_1;s_1=fa; + + s_chan[ch].SB[nSample++]=fa; + } + + //////////////////////////////////////////// irq check + +#if 1 + // ?? (-8) + if( Check_IRQ( (start-spuMemC)-8, 0 ) || + Check_IRQ( (start-spuMemC)-0, 0 ) ) + { +#else + 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 > s_chan[ch].pLoop-16 && + pSpuIrq <= s_chan[ch].pLoop))) +#endif + { + s_chan[ch].iIrqDone=1; // -> debug flag + irqCallback(); // -> call main emu + + if(iSPUIRQWait) // -> option: wait after irq for main emu + { + iSpuAsyncWait=1; + bIRQReturn=1; + } + } + } + + //////////////////////////////////////////// flag handler + + /* + SPU2-X: + $4 = set loop to current block + $2 = keep envelope on (no mute) + $1 = jump to loop address + + silence means no volume (ADSR keeps playing!!) + */ + + if(flags&4) + s_chan[ch].pLoop=start-16; + + + // Jungle Book - Rhythm 'n Groove - don't reset ignore status + // - fixes gameplay speed (IRQ hits) + //s_chan[ch].bIgnoreLoop = 0; + + + if(flags&1) + { + // ...? + //s_chan[ch].bIgnoreLoop = 0; + + // Xenogears - 7 = play missing sounds + // set jump flag + s_chan[ch].bLoopJump = 1; + + + // silence = keep playing..? + if( (flags&2) == 0 ) { + s_chan[ch].iSilent = 1; + + // silence = don't start release phase + //s_chan[ch].bStop = 1; + + //start = (unsigned char *) -1; + } + } + +#if 0 + // crash check + if( start == 0 ) + start = (unsigned char *) -1; + if( start >= spuMemC + 0x80000 ) + start = spuMemC - 0x80000; +#endif + + + // Silhouette Mirage - ending mini-game + + // ?? + if( start - spuMemC >= 0x80000 ) { + start -= 16; + + s_chan[ch].iSilent = 1; + s_chan[ch].bStop = 1; + } + + + 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; + if(iUseTimer!=2) + { + DWORD dwWatchTime=timeGetTime_spu()+2500; + + while(iSpuAsyncWait && !bEndThread && + timeGetTime_spu()<dwWatchTime) +#ifdef _WINDOWS + Sleep(1); +#else + usleep(1000L); +#endif + } + else + { + lastch=ch; + lastns=ns; + +#ifdef _WINDOWS + return; +#else + return 0; +#endif + } + } + +GOON: ; + } + + fa=s_chan[ch].SB[s_chan[ch].iSBPos++]; // get sample data + + StoreInterpolationVal(ch,fa); // store val for later interpolation + + s_chan[ch].spos -= 0x10000L; + } + + if(s_chan[ch].bNoise) + fa=iGetNoiseVal(ch); // get noise val + else fa=iGetInterpolationVal(ch); // get sample val + + + // Voice 1/3 decoded buffer + if( ch == 0 ) { + spuMem[ (0x800 + decoded_voice) / 2 ] = (short) fa; + } else if( ch == 2 ) { + spuMem[ (0xc00 + decoded_voice) / 2 ] = (short) fa; + } + + + s_chan[ch].sval = (MixADSR(ch) * fa) / 1023; // mix adsr + + if(s_chan[ch].bFMod==2) // fmod freq channel + iFMod[ns]=s_chan[ch].sval; // -> store 1T sample data, use that to do fmod on next channel + + // mix fmod channel into output + // - Xenogears save icon (high pitch) + { + ////////////////////////////////////////////// + // ok, left/right sound volume (psx volume goes from 0 ... 0x3fff) + + if(s_chan[ch].iMute) + s_chan[ch].sval=0; // debug mute + else + { + SSumL[ns]+=(s_chan[ch].sval*s_chan[ch].iLeftVolume)/0x4000L; + SSumR[ns]+=(s_chan[ch].sval*s_chan[ch].iRightVolume)/0x4000L; + } + + ////////////////////////////////////////////// + // now let us store sound data for reverb + + if(s_chan[ch].bRVBActive) StoreREVERB(ch,ns); + } + + s_chan[ch].spos += s_chan[ch].sinc; + } + + //////////////////////////////////////////////// + // ok, go on until 1 ms data of this channel is collected + + // decoded buffer - voice + decoded_voice += 2; + decoded_voice &= 0x400; + + + // status flag + if( decoded_voice >= 0x200 ) { + spuStat |= STAT_DECODED; + } else { + spuStat &= ~STAT_DECODED; + } + + + // IRQ work + { + unsigned char *old_irq; + unsigned int old_ptr; + + old_irq = pSpuIrq; + old_ptr = decoded_voice; + +#if 0 + // align to boundaries ($0, $200, $400, $600) + pSpuIrq = ((pSpuIrq - spuMemC) & (~0x1ff)) + spuMemC; + decoded_voice = decoded_voice & (~0x1ff); +#endif + + // check all decoded buffer IRQs - timing issue + Check_IRQ( decoded_voice + 0x000, 0 ); + Check_IRQ( decoded_voice + 0x400, 0 ); + Check_IRQ( decoded_voice + 0x800, 0 ); + Check_IRQ( decoded_voice + 0xc00, 0 ); + + pSpuIrq = old_irq; + decoded_voice = old_ptr; + } + + + ns++; + } // end ns + } + + + //---------------------------------------------------// + //- here we have another 1 ms of sound data + //---------------------------------------------------// + // mix XA infos (if any) + + MixXA(); + + + // now safe to update deocded buffer ptr + decoded_ptr += ns * 2; + decoded_ptr &= 0x400; + + + /////////////////////////////////////////////////////// + // 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++) + { + static double _interpolation_coefficient = 3.759285613; + + if(iFreqResponse) { + int sl,sr; + double ldiff, rdiff, avg, tmp; + + SSumL[ns]+=MixREVERBLeft(ns); + SSumR[ns]+=MixREVERBRight(); + + sl = SSumL[ns]; SSumL[ns]=0; + sr = SSumR[ns]; SSumR[ns]=0; + + + /* + Frequency Response + - William Pitcock (nenolod) (UPSE PSF player) + - accurate (!) + - http://nenolod.net + */ + + avg = ((sl + sr) / 2); + ldiff = sl - avg; + rdiff = sr - avg; + + tmp = avg + ldiff * _interpolation_coefficient; + if (tmp < -32768) + tmp = -32768; + if (tmp > 32767) + tmp = 32767; + sl = (int)tmp; + + tmp = avg + rdiff * _interpolation_coefficient; + if (tmp < -32768) + tmp = -32768; + if (tmp > 32767) + tmp = 32767; + sr = (int)tmp; + + + *pS++=sl/voldiv; + *pS++=sr/voldiv; + } else { + 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). + +#if 0 + if(pMixIrq && irqCallback) + { + 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; + } + } +#endif + + InitREVERB(); + + ////////////////////////////////////////////////////// + // feed the sound + // latency = 25 ms (less pops, crackles, smoother) + + //if(iCycle++>=20) + iCycle += APU_CYCLES_UPDATE; + if(iCycle > 44000/1000*LATENCY + 100*LATENCY/1000) + { + SoundFeedStreamData((unsigned char *)pSpuBuffer, + ((unsigned char *)pS) - ((unsigned char *)pSpuBuffer)); + pS = (short *)pSpuBuffer; + iCycle = 0; + } + + + if( iUseTimer == 2 ) + break; + } + + // 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 + +long cpu_cycles; +void CALLBACK SPUasync(unsigned long cycle) +{ + cpu_cycles += cycle; + + if(iSpuAsyncWait) + { + iSpuAsyncWait++; + if(iSpuAsyncWait<=64) return; + iSpuAsyncWait=0; + + cpu_cycles = cycle; + } + +#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 + + // note: usable precision difference (not using interval_time) + while( cpu_cycles >= CPU_CLOCK / 44100 * NSSIZE ) + { + #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 + + cpu_cycles -= CPU_CLOCK / 44100 * NSSIZE; + } + } +} + +// SPU UPDATE... new epsxe func +// 1 time every 32 hsync lines +// (312/32)x50 in pal +// (262/32)x60 in ntsc + +// 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); +} + +// XA AUDIO + +void CALLBACK SPUplayADPCMchannel(xa_decode_t *xap) +{ + if(!xap) return; + if(!xap->freq) return; // no xa freq ? bye + + FeedXA(xap); // call main XA feeder +} + +// CDDA AUDIO +void CALLBACK SPUplayCDDAchannel(short *pcm, int nbytes) +{ + if (!pcm) return; + if (nbytes<=0) return; + + FeedCDDA((unsigned char *)pcm, nbytes); +} + +// 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 + + if(!iUseTimer) // linux: use thread + { + pthread_create(&thread, NULL, MAINThread, NULL); + } + +#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 + if(!iUseTimer) // linux tread? + { + int i=0; + while(!bThreadEnded && i<2000) {usleep(1000L);i++;} // -> wait until thread has ended + if(thread!=(pthread_t)-1) {pthread_cancel(thread);thread=(pthread_t)-1;} // -> cancel thread anyway + } + +#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 + (uint32_t *)malloc(44100 * sizeof(uint32_t)); + XAEnd = XAStart + 44100; + XAPlay = XAStart; + XAFeed = XAStart; + + CDDAStart = // alloc cdda buffer + (uint32_t *)malloc(44100 * sizeof(uint32_t)); + CDDAEnd = CDDAStart + 44100; + CDDAPlay = CDDAStart; + CDDAFeed = CDDAStart; + + 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; + } + + 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 = NULL; + free(XAStart); // free XA buffer + XAStart = NULL; + free(CDDAStart); // free CDDA buffer + CDDAStart = NULL; +} + +// 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 *)&rvb, 0, sizeof(REVERBInfo)); + InitADSR(); + + 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; + lastch = -1; + + ReadConfig(); // read user stuff + SetupStreams(); // prepare streaming + + return 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 + +#ifdef _WINDOWS + LastWrite=0xffffffff;LastPlay=0; // init some play vars + if(!IsWindow(hW)) hW=GetActiveWindow(); + hWMain = hW; // store hwnd +#endif + + SetupSound(); // setup sound (before init!) + 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; +} + +// 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 + + return 0; +} + +// SPUSHUTDOWN: called by main emu on final exit +long CALLBACK SPUshutdown(void) +{ + SPUclose(); + RemoveStreams(); // no more streaming + + 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) +{ +#if defined (_WINDOWS) + DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG), + GetActiveWindow(),(DLGPROC)DSoundDlgProc); +#elif defined (_MACOSX) + DoConfiguration(); +#else + StartCfgTool("CFG"); +#endif + + return 0; +} + +// SPUABOUT: show about window +void CALLBACK SPUabout(void) +{ +#if defined (_WINDOWS) + DialogBox(hInst,MAKEINTRESOURCE(IDD_ABOUT), + GetActiveWindow(),(DLGPROC)AboutDlgProc); +#elif defined (_MACOSX) + DoAbout(); +#else + StartCfgTool("ABOUT"); +#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 (1 << 16) | (1 << 8); +} + +char * SPUgetLibInfos(void) +{ + return _(libraryInfo); +} |
