370 lines
11 KiB
C++
370 lines
11 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2016 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2016 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2011 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2011 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#ifdef FMOD_SUPPORT
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#include "CFMOD.h"
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#include "../snes9x.h"
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#include "../apu/apu.h"
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#include "wsnes9x.h"
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#ifndef min
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#endif
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/* Construction/Destruction
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*/
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CFMOD::CFMOD(void)
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{
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initDone = false;
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fmod_stream = NULL;
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}
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CFMOD::~CFMOD(void)
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{
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DeInitFMOD();
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}
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/* CFMOD::InitStream
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initializes FMOD and the output stream that will call our callback function
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-----
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returns true if successful, false otherwise
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*/
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bool CFMOD::InitStream()
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{
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if (!FSOUND_Init (Settings.SoundPlaybackRate, 16, 0))
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{
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MessageBox (GUI.hWnd, "\
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Unable to initialise FMOD sound system. You will not be able to hear\n\
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any sound effects or music while playing.\n\n\
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It is usually caused by not having DirectX installed or another\n\
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application that has already opened DirectSound in exclusive\n\
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mode or the Windows WAVE device has been opened.",
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"Snes9X - Unable to Open FMOD",
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MB_OK | MB_ICONWARNING);
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DeInitStream();
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return false;
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}
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sampleCount = (Settings.SoundPlaybackRate * GUI.SoundBufferSize/2 ) / 1000;
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if (Settings.Stereo)
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sampleCount *= 2;
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bufferSize = sampleCount * (Settings.SixteenBitSound?2:1);
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fmod_stream = FSOUND_Stream_Create (FMODStreamCallback, bufferSize,
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FSOUND_LOOP_OFF |
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FSOUND_STREAMABLE |
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FSOUND_SIGNED |
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FSOUND_LOOP_NORMAL |
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(Settings.SixteenBitSound ?
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FSOUND_16BITS : FSOUND_8BITS) |
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(Settings.Stereo ?
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FSOUND_STEREO : FSOUND_MONO),
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Settings.SoundPlaybackRate, (void *)this);
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if (!fmod_stream ||
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FSOUND_Stream_Play (FSOUND_FREE, fmod_stream) == -1)
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{
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MessageBox (GUI.hWnd, "\
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Unable to create or play an FMOD sound stream. You will not be able\n\
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to hear any sound effects or music while playing.",
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"Snes9X - Unable to Open FMOD",
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MB_OK | MB_ICONWARNING);
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DeInitStream();
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return false;
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}
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return true;
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}
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/* CFMOD::DeInitStream
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stops playback and closes the stream
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*/
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void CFMOD::DeInitStream()
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{
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if (fmod_stream)
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{
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FSOUND_StopSound (0);
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FSOUND_Stream_Stop (fmod_stream);
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FSOUND_Stream_Close (fmod_stream);
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FSOUND_Close ();
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fmod_stream = NULL;
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}
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}
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/* CFMOD::InitFMOD
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sets the sound driver to be used by FMOD
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-----
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returns true if successful, false otherwise
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*/
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bool CFMOD::InitFMOD()
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{
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if(initDone)
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return true;
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switch (GUI.SoundDriver)
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{
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default:
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case WIN_FMOD_DIRECT_SOUND_DRIVER:
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FSOUND_SetOutput(FSOUND_OUTPUT_DSOUND);
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break;
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case WIN_FMOD_WAVE_SOUND_DRIVER:
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FSOUND_SetOutput(FSOUND_OUTPUT_WINMM);
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break;
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case WIN_FMOD_A3D_SOUND_DRIVER:
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FSOUND_SetOutput(FSOUND_OUTPUT_A3D);
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break;
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}
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FSOUND_SetDriver(0);
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initDone = true;
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return true;
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}
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void CFMOD::DeInitFMOD()
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{
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DeInitStream();
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}
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/* CFMOD::SetupSound
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applies current sound settings by recreating the stream
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-----
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returns true if successful, false otherwise
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*/
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bool CFMOD::SetupSound()
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{
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DeInitStream();
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if(!InitStream()) {
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return false;
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}
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return true;
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}
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/* CFMOD::ProcessSound
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Finishes core sample creation, syncronizes the buffer access.
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*/
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void CFMOD::ProcessSound()
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{
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EnterCriticalSection(&GUI.SoundCritSect);
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S9xFinalizeSamples();
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LeaveCriticalSection(&GUI.SoundCritSect);
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}
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/* CFMOD::FMODStreamCallback
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the callback that mixes into the stream
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synchronizes the buffer access with a critical section
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IN:
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stream - the stream object, unused
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buff - the buffer to mix into
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len - number of bytes in the buffer
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param - pointer to the CFMOD object
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*/
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// The FMOD API changed the return type of the stream callback function
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// somewhere between version 3.20 and 3.33. The FMOD API defines a version
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// string but you can't test for that at compile time. Instead, I've picked on
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// a symbol that wasn't defined in version 3.20 to test for the change in API.
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#if !defined (FSOUND_LOADRAW)
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void
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#else
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signed char
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#endif
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F_CALLBACKAPI CFMOD::FMODStreamCallback (FSOUND_STREAM *stream, void *buff, int len, void *param)
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{
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CFMOD *S9xFMOD=(CFMOD *)param;
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int sample_count = Settings.SixteenBitSound?len>>1:len;
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EnterCriticalSection(&GUI.SoundCritSect);
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S9xMixSamples((unsigned char *) buff, sample_count);
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LeaveCriticalSection(&GUI.SoundCritSect);
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SetEvent(GUI.SoundSyncEvent);
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#if defined (FSOUND_LOADRAW)
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return (1);
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#endif
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}
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#endif
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