diff options
Diffstat (limited to 'plugins/dfsound/spu.c')
| -rw-r--r-- | plugins/dfsound/spu.c | 2762 |
1 files changed, 1382 insertions, 1380 deletions
diff --git a/plugins/dfsound/spu.c b/plugins/dfsound/spu.c index 36e916a1..56fc6ac8 100644 --- a/plugins/dfsound/spu.c +++ b/plugins/dfsound/spu.c @@ -1,1380 +1,1382 @@ -/*************************************************************************** - 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" -#include "spu.h" - -#ifdef _WINDOWS -#include "debug.h" -#include "record.h" -#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 (USEPULSEAUDIO) -static char * libraryName = N_("PulseAudio Sound"); -#else -static char * libraryName = N_("NULL Sound"); -#endif -#if 0 -static char * libraryInfo = N_("P.E.Op.S. Sound Driver V1.7\nCoded by Pete Bernert and the P.E.Op.S. team\n"); -#endif - -// 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 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; - - // 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; - while(ns<NSSIZE) // loop until 1 ms of data is reached - { - 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? - { -#if 0 - // 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; -#endif - - - 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++; - - // -------------------------------------- // - - for (nSample=0;nSample<28;start++) - { - d=(int)*start; - s=((d&0xf)<<12); - if(s&0x8000) s|=0xffff0000; - - fa=(s >> shift_factor); - fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6); - s_2=s_1;s_1=fa; - s=((d & 0xf0) << 8); - - s_chan[ch].SB[nSample++]=fa; - - if(s&0x8000) s|=0xffff0000; - fa=(s>>shift_factor); - fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6); - s_2=s_1;s_1=fa; - - s_chan[ch].SB[nSample++]=fa; - } - - //////////////////////////////////////////// irq check - - if(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))) - { - 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 0 - if(flags&4) - s_chan[ch].pLoop=start-16; -#else - // Jungle Book - Rhythm 'n Groove - use external loop address - // - fixes music player (+IRQ generate) - if((flags&4) && (s_chan[ch].bIgnoreLoop == 0)) - s_chan[ch].pLoop=start-16; -#endif - - // 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 -#if 0 - // set jump flag - pChannel->bLoopJump = 1; -#else - start = s_chan[ch].pLoop; -#endif - - // 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 - - 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 - - -#if 0 - // Voice 1/3 decoded buffer - if( ch == 0 ) { - spuMem[ (0x800 + voice_dbuf_ptr) / 2 ] = (short) fa; - } else if( ch == 2 ) { - spuMem[ (0xc00 + voice_dbuf_ptr) / 2 ] = (short) fa; - } -#endif - - - 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 - - ns++; - } // end ns - } - - //---------------------------------------------------// - //- here we have another 1 ms of sound data - //---------------------------------------------------// - // mix XA infos (if any) - - 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++) - { - 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(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; - } - } - - 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(uint32_t 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 - -#if 0 -void CALLBACK SPUupdate(void) -{ - SPUasync(0); -} -#endif - -// 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 -static 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 -static 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; -} - -#if 0 -void CALLBACK SPUregisterCDDAVolume(void (CALLBACK *CDDAVcallback)(unsigned short,unsigned short)) -{ - cddavCallback = CDDAVcallback; -} -#endif - -// 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); -} - -#if 0 -char * SPUgetLibInfos(void) -{ - return _(libraryInfo); -} -#endif +/***************************************************************************
+ 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"
+#endif
+
+#ifdef ENABLE_NLS
+#include <libintl.h>
+#include <locale.h>
+#define _(x) gettext(x)
+#define N_(x) (x)
+#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 (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 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:
+// /
+// /
+//
+
+
+INLINE void InterpolateUp(int ch)
+{
+ if(s_chan[ch].SB[32]==1) // flag == 1? calc step and set flag... and don't change the value in this pass
+ {
+ const int id1=s_chan[ch].SB[30]-s_chan[ch].SB[29]; // curr delta to next val
+ const int id2=s_chan[ch].SB[31]-s_chan[ch].SB[30]; // and next delta to next-next val :)
+
+ s_chan[ch].SB[32]=0;
+
+ if(id1>0) // curr delta positive
+ {
+ if(id2<id1)
+ {s_chan[ch].SB[28]=id1;s_chan[ch].SB[32]=2;}
+ else
+ if(id2<(id1<<1))
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x10000L;
+ else
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x20000L;
+ }
+ else // curr delta negative
+ {
+ if(id2>id1)
+ {s_chan[ch].SB[28]=id1;s_chan[ch].SB[32]=2;}
+ else
+ if(id2>(id1<<1))
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x10000L;
+ else
+ s_chan[ch].SB[28]=(id1*s_chan[ch].sinc)/0x20000L;
+ }
+ }
+ else
+ if(s_chan[ch].SB[32]==2) // flag 1: calc step and set flag... and don't change the value in this pass
+ {
+ s_chan[ch].SB[32]=0;
+
+ s_chan[ch].SB[28]=(s_chan[ch].SB[28]*s_chan[ch].sinc)/0x20000L;
+ if(s_chan[ch].sinc<=0x8000)
+ s_chan[ch].SB[29]=s_chan[ch].SB[30]-(s_chan[ch].SB[28]*((0x10000/s_chan[ch].sinc)-1));
+ else s_chan[ch].SB[29]+=s_chan[ch].SB[28];
+ }
+ else // no flags? add bigger val (if possible), calc smaller step, set flag1
+ s_chan[ch].SB[29]+=s_chan[ch].SB[28];
+}
+
+//
+// even easier interpolation on downsampling, also no special filter, again just "Pete's common sense" tm
+//
+
+INLINE void InterpolateDown(int ch)
+{
+ if(s_chan[ch].sinc>=0x20000L) // we would skip at least one val?
+ {
+ s_chan[ch].SB[29]+=(s_chan[ch].SB[30]-s_chan[ch].SB[29])/2; // add easy weight
+ if(s_chan[ch].sinc>=0x30000L) // we would skip even more vals?
+ s_chan[ch].SB[29]+=(s_chan[ch].SB[31]-s_chan[ch].SB[30])/2;// add additional next weight
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// helpers for gauss interpolation
+
+#define gval0 (((short*)(&s_chan[ch].SB[29]))[gpos])
+#define gval(x) (((short*)(&s_chan[ch].SB[29]))[(gpos+x)&3])
+
+#include "gauss_i.h"
+
+////////////////////////////////////////////////////////////////////////
+
+#include "xa.c"
+
+////////////////////////////////////////////////////////////////////////
+// START SOUND... called by main thread to setup a new sound on a channel
+////////////////////////////////////////////////////////////////////////
+
+INLINE void StartSound(int ch)
+{
+ 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
+////////////////////////////////////////////////////////////////////////
+
+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
+}
+
+////////////////////////////////////////////////////////////////////////
+
+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
+};
+
+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 ];
+ }
+}
+
+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;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+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
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+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;
+
+ // 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;
+ while(ns<NSSIZE) // loop until 1 ms of data is reached
+ {
+ 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?
+ {
+#if 0
+ // 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;
+#endif
+
+
+ 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++;
+
+ // -------------------------------------- //
+
+ for (nSample=0;nSample<28;start++)
+ {
+ d=(int)*start;
+ s=((d&0xf)<<12);
+ if(s&0x8000) s|=0xffff0000;
+
+ fa=(s >> shift_factor);
+ fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6);
+ s_2=s_1;s_1=fa;
+ s=((d & 0xf0) << 8);
+
+ s_chan[ch].SB[nSample++]=fa;
+
+ if(s&0x8000) s|=0xffff0000;
+ fa=(s>>shift_factor);
+ fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6);
+ s_2=s_1;s_1=fa;
+
+ s_chan[ch].SB[nSample++]=fa;
+ }
+
+ //////////////////////////////////////////// irq check
+
+ if(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)))
+ {
+ 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 0
+ if(flags&4)
+ s_chan[ch].pLoop=start-16;
+#else
+ // Jungle Book - Rhythm 'n Groove - use external loop address
+ // - fixes music player (+IRQ generate)
+ if((flags&4) && (s_chan[ch].bIgnoreLoop == 0))
+ s_chan[ch].pLoop=start-16;
+#endif
+
+ // 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
+#if 0
+ // set jump flag
+ pChannel->bLoopJump = 1;
+#else
+ start = s_chan[ch].pLoop;
+#endif
+
+ // 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
+
+ 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
+
+
+#if 0
+ // Voice 1/3 decoded buffer
+ if( ch == 0 ) {
+ spuMem[ (0x800 + voice_dbuf_ptr) / 2 ] = (short) fa;
+ } else if( ch == 2 ) {
+ spuMem[ (0xc00 + voice_dbuf_ptr) / 2 ] = (short) fa;
+ }
+#endif
+
+
+ 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
+
+ ns++;
+ } // end ns
+ }
+
+ //---------------------------------------------------//
+ //- here we have another 1 ms of sound data
+ //---------------------------------------------------//
+ // mix XA infos (if any)
+
+ 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++)
+ {
+ 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(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;
+ }
+ }
+
+ 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);
+}
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