Logo Search packages:      
Sourcecode: pcsx-df version File versions  Download package

spu.c

/***************************************************************************
                            spu.c  -  description
                             -------------------
    begin                : Wed May 15 2002
    copyright            : (C) 2002 by Pete Bernert
    email                : BlackDove@addcom.de
 ***************************************************************************/
                       
/***************************************************************************
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version. See also the license.txt file for *
 *   additional informations.                                              *
 *                                                                         *
 ***************************************************************************/
                           
//*************************************************************************//
// History of changes:
//
// 2003/04/07 - Eric
// - adjusted cubic interpolation algorithm
//
// 2003/03/16 - Eric
// - added cubic interpolation
//
// 2003/03/01 - linuzappz
// - libraryName changes using ALSA
//
// 2003/02/28 - Pete
// - added option for type of interpolation
// - adjusted spu irqs again (Thousant Arms, Valkyrie Profile)
// - added MONO support for MSWindows DirectSound
//
// 2003/02/20 - kode54
// - amended interpolation code, goto GOON could skip initialization of gpos and cause segfault
//
// 2003/02/19 - kode54
// - moved SPU IRQ handler and changed sample flag processing
//
// 2003/02/18 - kode54
// - moved ADSR calculation outside of the sample decode loop, somehow I doubt that
//   ADSR timing is relative to the frequency at which a sample is played... I guess
//   this remains to be seen, and I don't know whether ADSR is applied to noise channels...
//
// 2003/02/09 - kode54
// - one-shot samples now process the end block before stopping
// - in light of removing fmod hack, now processing ADSR on frequency channel as well
//
// 2003/02/08 - kode54
// - replaced easy interpolation with gaussian
// - removed fmod averaging hack
// - changed .sinc to be updated from .iRawPitch, no idea why it wasn't done this way already (<- Pete: because I sometimes fail to see the obvious, haharhar :)
//
// 2003/02/08 - linuzappz
// - small bugfix for one usleep that was 1 instead of 1000
// - added iDisStereo for no stereo (Linux)
//
// 2003/01/22 - Pete
// - added easy interpolation & small noise adjustments
//
// 2003/01/19 - Pete
// - added Neill's reverb
//
// 2003/01/12 - Pete
// - added recording window handlers
//
// 2003/01/06 - Pete
// - added Neill's ADSR timings
//
// 2002/12/28 - Pete
// - adjusted spu irq handling, fmod handling and loop handling
//
// 2002/08/14 - Pete
// - added extra reverb
//
// 2002/06/08 - linuzappz
// - SPUupdate changed for SPUasync
//
// 2002/05/15 - Pete
// - generic cleanup for the Peops release
//
//*************************************************************************//

#include "stdafx.h"

#define _IN_SPU

#include "externals.h"
#include "cfg.h"
#include "dsoundoss.h"
#include "regs.h"
#include "debug.h"
#include "record.h"
#include "resource.h"
 
////////////////////////////////////////////////////////////////////////
// spu version infos/name
////////////////////////////////////////////////////////////////////////

const unsigned char version  = 1;
const unsigned char revision = 0;
const unsigned char build    = 0;
#ifdef _WINDOWS
static char * libraryName     = "P.E.Op.S. DSound Audio Driver";
#else
#ifndef USEALSA
static char * libraryName     = "OSS Sound";
#else
static char * libraryName     = "ALSA Sound";
#endif
#endif
static char * libraryInfo     = "P.E.Op.S. OSS 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;

// user settings          

int             iUseXA=1;
int             iVolume=3;
int             iXAPitch=1;
int             iUseTimer=2;
int             iSPUIRQWait=1;
int             iDebugMode=0;
int             iRecordMode=0;
int             iUseReverb=2;
int             iUseInterpolation=2;
int             iDisStereo=0;
                               
// 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
int             iWatchDog=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
// 2003/06/07 - Pete
#ifndef NOTHREADLIB
static pthread_t thread = -1;                          // thread id (linux)
#endif
#endif

unsigned long dwNewChannel=0;                          // flags for faster testing, if new channel starts

void (CALLBACK *irqCallback)(void)=0;                  // func of main emu, called on spu irq
void (CALLBACK *cddavCallback)(unsigned short,unsigned short)=0;

// 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 iCycle=0;
short * pS;

static int lastch=-1;      // last channel processed on spu irq in timer mode
static int lastns=0;       // last ns pos
static int iSecureStart=0; // secure start counter

////////////////////////////////////////////////////////////////////////
// CODE AREA
////////////////////////////////////////////////////////////////////////

// dirty inline func includes

#include "reverb.c"        
#include "adsr.c"

////////////////////////////////////////////////////////////////////////
// helpers for simple interpolation

//
// easy interpolation on upsampling, no special filter, just "Pete's common sense" tm
//
// instead of having n equal sample values in a row like:
//       ____
//           |____
//
// we compare the current delta change with the next delta change.
//
// if curr_delta is positive,
//
//  - and next delta is smaller (or changing direction):
//         \.
//          -__
//
//  - and next delta significant (at least twice) bigger:
//         --_
//            \.
//
//  - and next delta is nearly same:
//          \.
//           \.
//
//
// if curr_delta is negative,
//
//  - and next delta is smaller (or changing direction):
//          _--
//         /
//
//  - and next delta significant (at least twice) bigger:
//            /
//         __- 
//         
//  - and next delta is nearly same:
//           /
//          /
//     


INLINE void InterpolateUp(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);      
                          
 s_chan[ch].pCurr=s_chan[ch].pStart;                   // set sample start
                         
 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].bStop=0;                                   
 s_chan[ch].bOn=1;

 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
}

////////////////////////////////////////////////////////////////////////
// MAIN SPU FUNCTION
// here is the main job handler... thread, timer or direct func call
// basically the whole sound processing is done in this fat func!
////////////////////////////////////////////////////////////////////////

// 5 ms waiting phase, if buffer is full and no new sound has to get started
// .. can be made smaller (smallest val: 1 ms), but bigger waits give
// better performance

#define PAUSE_W 5
#define PAUSE_L 5000

////////////////////////////////////////////////////////////////////////

#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,voldiv=iVolume;
 unsigned char * start;unsigned int nSample;
 int ch,predict_nr,shift_factor,flags,d,s;
 int gpos,bIRQReturn=0;

 while(!bEndThread)                                    // until we are shutting down
  {
   //--------------------------------------------------//
   // ok, at the beginning we are looking if there is
   // enuff free place in the dsound/oss buffer to
   // fill in new data, or if there is a new channel to start.
   // if not, we wait (thread) or return (timer/spuasync)
   // until enuff free place is available/a new channel gets
   // started

   if(dwNewChannel)                                    // new channel should start immedately?
    {                                                  // (at least one bit 0 ... MAXCHANNEL is set?)
     iSecureStart++;                                   // -> set iSecure
     if(iSecureStart>5) iSecureStart=0;                //    (if it is set 5 times - that means on 5 tries a new samples has been started - in a row, we will reset it, to give the sound update a chance)
    }
   else iSecureStart=0;                                // 0: no new channel should start

   while(!iSecureStart && !bEndThread &&               // no new start? no thread end?
         (SoundGetBytesBuffered()>TESTSIZE))           // and still enuff data in sound buffer?
    {
     iSecureStart=0;                                   // reset secure

#ifdef _WINDOWS
     if(iUseTimer)                                     // no-thread mode?
      {
       if(iUseTimer==1)                                // -> ok, timer mode 1: setup a oneshot timer of x ms to wait
        timeSetEvent(PAUSE_W,1,MAINProc,0,TIME_ONESHOT);
       return;                                         // -> and done this time (timer mode 1 or 2)
      }
                                                       // win thread mode:
     Sleep(PAUSE_W);                                   // sleep for x ms (win)
#else
     if(iUseTimer) return 0;                           // linux no-thread mode? bye
     usleep(PAUSE_L);                                  // else sleep for x ms (linux)
#endif

     if(dwNewChannel) iSecureStart=1;                  // if a new channel kicks in (or, of course, sound buffer runs low), we will leave the loop
    }

   //--------------------------------------------------// continue from irq handling in timer mode? 

   if(lastch>=0)                                       // will be -1 if no continue is pending
    {
     ch=lastch; ns=lastns; lastch=-1;                  // -> setup all kind of vars to continue
     goto GOON;                                        // -> directly jump to the continue point
    }

   //--------------------------------------------------//
   //- main channel loop                              -// 
   //--------------------------------------------------//
    {
     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) StartSound(ch);             // start new sound
       if(!s_chan[ch].bOn) continue;                   // channel not playing? next

       if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq)   // new psx frequency?
        {
         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
        }

       ns=0;
       while(ns<NSSIZE)                                // loop until 1 ms of data is reached
        {
         while(s_chan[ch].spos>=0x10000L)
          {
           if(s_chan[ch].iSBPos==28)                   // 28 reached?
            {
             start=s_chan[ch].pCurr;                   // set up the current pos

             if (start == (unsigned char*)-1)          // special "stop" sign
              {
               s_chan[ch].bOn=0;                       // -> turn everything off
               s_chan[ch].ADSRX.lVolume=0;
               s_chan[ch].ADSRX.EnvelopeVol=0;
               goto ENDX;                              // -> and done for this channel
              }

             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
                  {
                   DWORD dwWatchTime;
        
                   if(iUseTimer==2)                    // -> special timer mode... give main emu the control
                    {
                     bIRQReturn=1;
                    }
                   else
                    {
                     dwWatchTime=timeGetTime_spu()+2500;
                     iWatchDog=1;                      // -> should we do some mutex stuff? ahh, naaa
                     while(iWatchDog && !bEndThread && 
                           timeGetTime_spu()<dwWatchTime)
#ifdef _WINDOWS
                     Sleep(1);
#else
                     usleep(1000L);
#endif
                    }
                  }
                }
              }
      
             //////////////////////////////////////////// flag handler

             if((flags&4) && (!s_chan[ch].bIgnoreLoop))
              s_chan[ch].pLoop=start-16;               // loop adress

             if(flags&1)                               // 1: stop/loop
              {
               // We play this block out first...
               //if(!(flags&2))                          // 1+2: do loop... otherwise: stop
               if(flags!=3 || s_chan[ch].pLoop==NULL)  // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example)
                {                                      // and checking if pLoop is set avoids crashes, yeah
                 start = (unsigned char*)-1;
                }
               else
                {
                 start = s_chan[ch].pLoop;
                }
              }

             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;
               lastch=ch; 
               lastns=ns;
#ifdef _WINDOWS
               return;
#else
               return 0;
#endif
              }

             ////////////////////////////////////////////

GOON: ;

            }

           fa=s_chan[ch].SB[s_chan[ch].iSBPos++];      // get sample data

           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
            {
             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

           s_chan[ch].spos -= 0x10000L;
          }

         ////////////////////////////////////////////////
         // noise handler... just produces some noise data
         // surely wrong... and no noise frequency (spuCtrl&0x3f00) will be used...
         // and sometimes the noise will be used as fmod modulation... pfff

         if(s_chan[ch].bNoise)
          {
           if((dwNoiseVal<<=1)&0x80000000L)
            {
             dwNoiseVal^=0x0040001L;
             fa=((dwNoiseVal>>2)&0x7fff);
             fa=-fa;
            }
           else fa=(dwNoiseVal>>2)&0x7fff;

           // mmm... depending on the noise freq we allow bigger/smaller changes to the previous val
           fa=s_chan[ch].iOldNoise+((fa-s_chan[ch].iOldNoise)/((0x001f-((spuCtrl&0x3f00)>>9))+1));
           if(fa>32767L)  fa=32767L;
           if(fa<-32767L) fa=-32767L;              
           s_chan[ch].iOldNoise=fa;

           if(iUseInterpolation<2)                     // no gauss/cubic interpolation?
            s_chan[ch].SB[29] = fa;                    // -> store noise val in "current sample" slot
          }                                            //----------------------------------------
         else                                          // NO NOISE (NORMAL SAMPLE DATA) HERE 
          {//------------------------------------------//
           if(iUseInterpolation==3)                    // cubic interpolation
            {
             long xd;  
             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;
            }
           //------------------------------------------//
           else
           if(iUseInterpolation==2)                    // gauss interpolation
            {
             int vl, vr;
             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;
/*
             vr=(gauss[vl]*gval0)>>9;
             vr+=(gauss[vl+1]*gval(1))>>9;
             vr+=(gauss[vl+2]*gval(2))>>9;
             vr+=(gauss[vl+3]*gval(3))>>9;
             fa = vr>>2;
*/
            }
           //------------------------------------------//
           else
           if(iUseInterpolation==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];
            }
           //------------------------------------------//
           else fa=s_chan[ch].SB[29];                  // no interpolation
          }

         s_chan[ch].sval = (MixADSR(ch) * fa) / 1023;  // add adsr

         if(s_chan[ch].bFMod==2)                       // fmod freq channel
          {
           int NP=s_chan[ch+1].iRawPitch;

           NP=((32768L+s_chan[ch].sval)*NP)/32768L;

           if(NP>0x3fff) NP=0x3fff;
           if(NP<0x1)    NP=0x1;
                                                        
// mmmm... if I do this, all is screwed              
//           s_chan[ch+1].iRawPitch=NP;

           NP=(44100L*NP)/(4096L);                     // calc frequency

           s_chan[ch+1].iActFreq=NP;
           s_chan[ch+1].iUsedFreq=NP;
           s_chan[ch+1].sinc=(((NP/10)<<16)/4410);
           if(!s_chan[ch+1].sinc) s_chan[ch+1].sinc=1;
           if(iUseInterpolation==1)                    // freq change in sipmle interpolation mode
            s_chan[ch+1].SB[32]=1;

// mmmm... set up freq decoding positions?
//           s_chan[ch+1].iSBPos=28;
//           s_chan[ch+1].spos=0x10000L;
          }                    
         else                   
          {                                          
           //////////////////////////////////////////////
           // 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);
          }

         ////////////////////////////////////////////////
         // ok, go on until 1 ms data of this channel is collected
                                                       
         ns++;                                          
         s_chan[ch].spos += s_chan[ch].sinc;             
                                                              
        }        
ENDX:   ;                                                      
      }
    }                                                         
                                                           
  //---------------------------------------------------//
  //- here we have another 1 ms of sound data
  //---------------------------------------------------//
  // mix XA infos (if any)

  if(XAPlay!=XAFeed || XARepeat) MixXA();
  
  ///////////////////////////////////////////////////////
  // mix all channels (including reverb) into one buffer

  if(iDisStereo)                                       // no stereo?
   {
    int dl,dr;
    for(ns=0;ns<NSSIZE;ns++)
     {            
      SSumL[ns]+=MixREVERBLeft(ns);
                                              
      dl=SSumL[ns]/voldiv;SSumL[ns]=0;
      if(dl<-32767) dl=-32767;if(dl>32767) dl=32767;
        
      SSumR[ns]+=MixREVERBRight();

      dr=SSumR[ns]/voldiv;SSumR[ns]=0;
      if(dr<-32767) dr=-32767;if(dr>32767) dr=32767;
      *pS++=(dl+dr)/2;
     }
   }
  else                                                 // stereo:
  for(ns=0;ns<NSSIZE;ns++)
   {            
    SSumL[ns]+=MixREVERBLeft(ns);
                                              
    d=SSumL[ns]/voldiv;SSumL[ns]=0;
    if(d<-32767) d=-32767;if(d>32767) d=32767;
    *pS++=d;
        
    SSumR[ns]+=MixREVERBRight();

    d=SSumR[ns]/voldiv;SSumR[ns]=0;
    if(d<-32767) d=-32767;if(d>32767) d=32767;
    *pS++=d;
   }

  InitREVERB();

  //////////////////////////////////////////////////////                   
  // feed the sound
  // wanna have around 1/60 sec (16.666 ms) updates

  if(iCycle++>8) //temp fix: lowered for low latency alsa configs
   {
    SoundFeedStreamData((unsigned char*)pSpuBuffer,
                        ((unsigned char *)pS)-
                        ((unsigned char *)pSpuBuffer));
    pS=(short *)pSpuBuffer;
    iCycle=0;
   }
 }

 // end of big main loop...

 bThreadEnded=1;

#ifndef _WINDOWS
 return 0;
#endif
}

////////////////////////////////////////////////////////////////////////
// WINDOWS THREAD... simply calls the timer func and stays forever :)
////////////////////////////////////////////////////////////////////////

#ifdef _WINDOWS

DWORD WINAPI MAINThreadEx(LPVOID lpParameter)
{
 MAINProc(0,0,0,0,0);
 return 0;
}

#endif

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
// SPU ASYNC... even newer epsxe func
//  1 time every 'cycle' cycles... harhar
////////////////////////////////////////////////////////////////////////

void CALLBACK SPUasync(unsigned long cycle)
{
 iWatchDog=0;                                          // clear the watchdog

#ifdef _WINDOWS
 if(iDebugMode==2)
  {
   if(IsWindow(hWDebug)) DestroyWindow(hWDebug);
   hWDebug=0;iDebugMode=0;
  }
 if(iRecordMode==2)
  {
   if(IsWindow(hWRecord)) DestroyWindow(hWRecord);
   hWRecord=0;iRecordMode=0;
  }
#endif

 if(iUseTimer==2)                                      // special mode, only used in Linux by this spu (or if you enable the experimental Windows mode)
  {
   if(!bSpuInit) return;                               // -> no init, no call

#ifdef _WINDOWS
   MAINProc(0,0,0,0,0);                                // -> experimental win mode... not really tested... don't like the drawbacks
#else
   MAINThread(0);                                      // -> linux high-compat mode
#endif
  }
}

////////////////////////////////////////////////////////////////////////
// SPU UPDATE... new epsxe func
//  1 time every 32 hsync lines
//  (312/32)x50 in pal
//  (262/32)x60 in ntsc
////////////////////////////////////////////////////////////////////////

#ifndef _WINDOWS

// since epsxe 1.5.2 (linux) uses SPUupdate, not SPUasync, I will
// leave that func in the linux port, until epsxe linux is using
// the async function as well

void CALLBACK SPUupdate(void)
{
 SPUasync(0);
}

#endif

////////////////////////////////////////////////////////////////////////
// XA AUDIO
////////////////////////////////////////////////////////////////////////

void CALLBACK SPUplayADPCMchannel(xa_decode_t *xap)
{
 if(!iUseXA)    return;                                // no XA? bye
 if(!xap)       return;
 if(!xap->freq) return;                                // no xa freq ? bye

 FeedXA(xap);                                          // call main XA feeder
}

////////////////////////////////////////////////////////////////////////
// INIT/EXIT STUFF
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
// SPUINIT: this func will be called first by the main emu
////////////////////////////////////////////////////////////////////////
              
long CALLBACK SPUinit(void)
{
 spuMemC=(unsigned char *)spuMem;                      // just small setup
 memset((void *)s_chan,0,MAXCHAN*sizeof(SPUCHAN));
 memset((void *)&rvb,0,sizeof(REVERBInfo));
 InitADSR();
 return 0;
}

////////////////////////////////////////////////////////////////////////
// SETUPTIMER: init of certain buffers and threads/timers
////////////////////////////////////////////////////////////////////////

void SetupTimer(void)
{
 memset(SSumR,0,NSSIZE*sizeof(int));                   // init some mixing buffers
 memset(SSumL,0,NSSIZE*sizeof(int));
 pS=(short *)pSpuBuffer;                               // setup soundbuffer pointer

 bEndThread=0;                                         // init thread vars
 bThreadEnded=0; 
 bSpuInit=1;                                           // flag: we are inited

#ifdef _WINDOWS

 if(iUseTimer==1)                                      // windows: use timer
  {
   timeBeginPeriod(1);
   timeSetEvent(1,1,MAINProc,0,TIME_ONESHOT);
  }
 else 
 if(iUseTimer==0)                                      // windows: use thread
  {
   //_beginthread(MAINThread,0,NULL);
   DWORD dw;
   hMainThread=CreateThread(NULL,0,MAINThreadEx,0,0,&dw);
   SetThreadPriority(hMainThread,
                     //THREAD_PRIORITY_TIME_CRITICAL);
                     THREAD_PRIORITY_HIGHEST);
  }

#else

#ifndef NOTHREADLIB
 if(!iUseTimer)                                        // linux: use thread
  {
   pthread_create(&thread, NULL, MAINThread, NULL);
  }
#endif

#endif
}

////////////////////////////////////////////////////////////////////////
// REMOVETIMER: kill threads/timers
////////////////////////////////////////////////////////////////////////

void RemoveTimer(void)
{
 bEndThread=1;                                         // raise flag to end thread

#ifdef _WINDOWS

 if(iUseTimer!=2)                                      // windows thread?
  {
   while(!bThreadEnded) {Sleep(5L);}                   // -> wait till thread has ended
   Sleep(5L);
  }
 if(iUseTimer==1) timeEndPeriod(1);                    // windows timer? stop it

#else

#ifndef NOTHREADLIB
 if(!iUseTimer)                                        // linux tread?
  {
   int i=0;
   while(!bThreadEnded && i<2000) {usleep(1000L);i++;} // -> wait until thread has ended
   if(thread!=-1) {pthread_cancel(thread);thread=-1;}  // -> cancel thread anyway
  }
#endif

#endif

 bThreadEnded=0;                                       // no more spu is running
 bSpuInit=0;
}

////////////////////////////////////////////////////////////////////////
// SETUPSTREAMS: init most of the spu buffers
////////////////////////////////////////////////////////////////////////

void SetupStreams(void)
{ 
 int i;

 pSpuBuffer=(unsigned char *)malloc(32768);            // alloc mixing buffer

 if(iUseReverb==1) i=88200*2;
 else              i=NSSIZE*2;

 sRVBStart = (int *)malloc(i*4);                       // alloc reverb buffer
 memset(sRVBStart,0,i*4);
 sRVBEnd  = sRVBStart + i;
 sRVBPlay = sRVBStart;

 XAStart =                                             // alloc xa buffer
  (unsigned long *)malloc(44100*4);
 XAPlay  = XAStart;
 XAFeed  = XAStart;
 XAEnd   = XAStart + 44100;

 for(i=0;i<MAXCHAN;i++)                                // loop sound channels
  {
// we don't use mutex sync... not needed, would only 
// slow us down:
//   s_chan[i].hMutex=CreateMutex(NULL,FALSE,NULL);
   s_chan[i].ADSRX.SustainLevel = 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;
  }
}

////////////////////////////////////////////////////////////////////////
// REMOVESTREAMS: free most buffer
////////////////////////////////////////////////////////////////////////

void RemoveStreams(void)
{ 
 free(pSpuBuffer);                                     // free mixing buffer
 pSpuBuffer=NULL;
 free(sRVBStart);                                      // free reverb buffer
 sRVBStart=0;
 free(XAStart);                                        // free XA buffer
 XAStart=0;

/*
 int i;
 for(i=0;i<MAXCHAN;i++)
  {
   WaitForSingleObject(s_chan[i].hMutex,2000);
   ReleaseMutex(s_chan[i].hMutex);
   if(s_chan[i].hMutex)    
    {CloseHandle(s_chan[i].hMutex);s_chan[i].hMutex=0;}
  }
*/
}


////////////////////////////////////////////////////////////////////////
// SPUOPEN: called by main emu after init
////////////////////////////////////////////////////////////////////////
   
#ifdef _WINDOWS
long CALLBACK SPUopen(HWND hW)                          
#else
long SPUopen(void)
#endif
{
 if(bSPUIsOpen) return 0;                              // security for some stupid main emus

 iUseXA=1;                                             // just small setup
 iVolume=3;
 iReverbOff=-1;   
 spuIrq=0;                       
 spuAddr=0xffffffff;
 bEndThread=0;
 bThreadEnded=0;
 spuMemC=(unsigned char *)spuMem;      
 memset((void *)s_chan,0,(MAXCHAN+1)*sizeof(SPUCHAN));
 pSpuIrq=0;
 iSPUIRQWait=1;

#ifdef _WINDOWS
 LastWrite=0xffffffff;LastPlay=0;                      // init some play vars
 if(!IsWindow(hW)) hW=GetActiveWindow();
 hWMain = hW;                                          // store hwnd
#endif

 ReadConfig();                                         // read user stuff
 
 SetupSound();                                         // setup midas (before init!)

 SetupStreams();                                       // prepare streaming

 SetupTimer();                                         // timer for feeding data

 bSPUIsOpen=1;

#ifdef _WINDOWS
 if(iDebugMode)                                        // windows debug dialog
  {
   hWDebug=CreateDialog(hInst,MAKEINTRESOURCE(IDD_DEBUG),
                        NULL,(DLGPROC)DebugDlgProc);
   SetWindowPos(hWDebug,HWND_TOPMOST,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE|SWP_SHOWWINDOW|SWP_NOACTIVATE);
   UpdateWindow(hWDebug);
   SetFocus(hWMain);
  }

 if(iRecordMode)                                        // windows recording dialog
  {
   hWRecord=CreateDialog(hInst,MAKEINTRESOURCE(IDD_RECORD),
                        NULL,(DLGPROC)RecordDlgProc);
   SetWindowPos(hWRecord,HWND_TOPMOST,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE|SWP_SHOWWINDOW|SWP_NOACTIVATE);
   UpdateWindow(hWRecord);
   SetFocus(hWMain);
  }
#endif

 return PSE_SPU_ERR_SUCCESS;        
}

////////////////////////////////////////////////////////////////////////

#ifndef _WINDOWS
void SPUsetConfigFile(char * pCfg)
{
 pConfigFile=pCfg;
}
#endif

////////////////////////////////////////////////////////////////////////
// SPUCLOSE: called before shutdown
////////////////////////////////////////////////////////////////////////

long CALLBACK SPUclose(void)
{
 if(!bSPUIsOpen) return 0;                             // some security

 bSPUIsOpen=0;                                         // no more open

#ifdef _WINDOWS
 if(IsWindow(hWDebug)) DestroyWindow(hWDebug);
 hWDebug=0;
 if(IsWindow(hWRecord)) DestroyWindow(hWRecord);
 hWRecord=0;
#endif

 RemoveTimer();                                        // no more feeding

 RemoveSound();                                        // no more sound handling

 RemoveStreams();                                      // no more streaming

 return 0;
}

////////////////////////////////////////////////////////////////////////
// SPUSHUTDOWN: called by main emu on final exit
////////////////////////////////////////////////////////////////////////

long CALLBACK SPUshutdown(void)
{
 return 0;
}

////////////////////////////////////////////////////////////////////////
// SPUTEST: we don't test, we are always fine ;)
////////////////////////////////////////////////////////////////////////

long CALLBACK SPUtest(void)
{
 return 0;
}

////////////////////////////////////////////////////////////////////////
// SPUCONFIGURE: call config dialog
////////////////////////////////////////////////////////////////////////

long CALLBACK SPUconfigure(void)
{
#ifdef _WINDOWS
 DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG),
           GetActiveWindow(),(DLGPROC)DSoundDlgProc);
#else
 StartCfgTool("CFG");
#endif
 return 0;
}

////////////////////////////////////////////////////////////////////////
// SPUABOUT: show about window
////////////////////////////////////////////////////////////////////////

void CALLBACK SPUabout(void)
{
#ifdef _WINDOWS
 DialogBox(hInst,MAKEINTRESOURCE(IDD_ABOUT),
           GetActiveWindow(),(DLGPROC)AboutDlgProc);
#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 version<<16|revision<<8|build;
}

char * SPUgetLibInfos(void)
{
 return libraryInfo;
}

////////////////////////////////////////////////////////////////////////


Generated by  Doxygen 1.6.0   Back to index