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Subject: PC speaker emulation
Origin: http://www.fileden.com/files/2010/12/31/3049394/pc-speaker-by-ljbade-build255.patch
Forwarded: http://www.shoppark.de/cgi-bin/abrakadabra.cgi?id=chaosdeluxe
Author: Leith Bade (ljbade) <http://wolf3d.darkbb.com/t1588-wolf4sdl-with-pc-speaker-sound-emulation>
Reviewed-by: chrisl <chrislcenter-mamoru@yahoo.com.mx>
--- a/id_sd.cpp
+++ b/id_sd.cpp
@@ -466,28 +466,29 @@ SDL_PCStopSampleInIRQ(void)
_asm and al,0xfd // ~2
_asm out 0x61,al
}
+#endif
///////////////////////////////////////////////////////////////////////////
//
// SDL_PCPlaySound() - Plays the specified sound on the PC speaker
//
///////////////////////////////////////////////////////////////////////////
-#ifdef _MUSE_
-void
-#else
static void
-#endif
SDL_PCPlaySound(PCSound *sound)
{
+/*
// _asm pushfd
_asm cli
+*/
pcLastSample = -1;
pcLengthLeft = sound->common.length;
pcSound = sound->data;
+/*
// _asm popfd
_asm sti
+*/
}
///////////////////////////////////////////////////////////////////////////
@@ -495,24 +496,24 @@ SDL_PCPlaySound(PCSound *sound)
// SDL_PCStopSound() - Stops the current sound playing on the PC Speaker
//
///////////////////////////////////////////////////////////////////////////
-#ifdef _MUSE_
-void
-#else
static void
-#endif
SDL_PCStopSound(void)
{
+/*
// _asm pushfd
_asm cli
+*/
pcSound = 0;
+/*
_asm in al,0x61 // Turn the speaker off
_asm and al,0xfd // ~2
_asm out 0x61,al
// _asm popfd
_asm sti
+*/
}
///////////////////////////////////////////////////////////////////////////
@@ -523,20 +524,141 @@ SDL_PCStopSound(void)
static void
SDL_ShutPC(void)
{
+/*
// _asm pushfd
_asm cli
+*/
pcSound = 0;
+/*
_asm in al,0x61 // Turn the speaker & gate off
_asm and al,0xfc // ~3
_asm out 0x61,al
// _asm popfd
_asm sti
+*/
}
-#endif
+// Adapted from Chocolate Doom (chocolate-doom/pcsound/pcsound_sdl.c)
+#define SQUARE_WAVE_AMP 0x2000
+
+static void SDL_PCMixCallback(void *udata, Uint8 *stream, int len)
+{
+ static int current_remaining = 0;
+ static int current_freq = 0;
+ static int phase_offset = 0;
+
+ Sint16 *leftptr;
+ Sint16 *rightptr;
+ Sint16 this_value;
+ int oldfreq;
+ int i;
+ int nsamples;
+
+ // Number of samples is quadrupled, because of 16-bit and stereo
+
+ nsamples = len / 4;
+
+ leftptr = (Sint16 *) stream;
+ rightptr = ((Sint16 *) stream) + 1;
+
+ // Fill the output buffer
+
+ for (i=0; i<nsamples; ++i)
+ {
+ // Has this sound expired? If so, retrieve the next frequency
+
+ while (current_remaining == 0)
+ {
+ oldfreq = current_freq;
+
+ // Get the next frequency to play
+
+ if(pcSound)
+ {
+ if(*pcSound!=pcLastSample)
+ {
+ pcLastSample=*pcSound;
+
+ if(pcLastSample)
+ // The PC PIC counts down at 1.193180MHz
+ // So pwm_freq = counter_freq / reload_value
+ // reload_value = pcLastSample * 60 (see SDL_DoFX)
+ current_freq = 1193180 / (pcLastSample * 60);
+ else
+ current_freq = 0;
+
+ // The PC speaker sample rate is 140Hz (see SDL_t0SlowAsmService)
+ current_remaining = param_samplerate / 140;
+ }
+ pcSound++;
+ pcLengthLeft--;
+ if(!pcLengthLeft)
+ {
+ pcSound=0;
+ SoundNumber=(soundnames)0;
+ SoundPriority=0;
+ }
+ }
+ else
+ {
+ current_freq = 0;
+ current_remaining = 1;
+ }
+
+ if (current_freq != 0)
+ {
+ // Adjust phase to match to the new frequency.
+ // This gives us a smooth transition between different tones,
+ // with no impulse changes.
+
+ phase_offset = (phase_offset * oldfreq) / current_freq;
+ }
+ }
+
+ // Set the value for this sample.
+
+ if (current_freq == 0)
+ {
+ // Silence
+
+ this_value = 0;
+ }
+ else
+ {
+ int frac;
+
+ // Determine whether we are at a peak or trough in the current
+ // sound. Multiply by 2 so that frac % 2 will give 0 or 1
+ // depending on whether we are at a peak or trough.
+
+ frac = (phase_offset * current_freq * 2) / param_samplerate;
+
+ if ((frac % 2) == 0)
+ {
+ this_value = SQUARE_WAVE_AMP;
+ }
+ else
+ {
+ this_value = -SQUARE_WAVE_AMP;
+ }
+
+ ++phase_offset;
+ }
+
+ --current_remaining;
+
+ // Use the same value for the left and right channels.
+
+ *leftptr += this_value;
+ *rightptr += this_value;
+
+ leftptr += 2;
+ rightptr += 2;
+ }
+}
void
SD_StopDigitized(void)
@@ -552,6 +674,7 @@ SD_StopDigitized(void)
{
case sds_PC:
// SDL_PCStopSampleInIRQ();
+ SDL_PCStopSound();
break;
case sds_SoundBlaster:
// SDL_SBStopSampleInIRQ();
@@ -904,7 +1027,7 @@ SDL_ShutDevice(void)
switch (SoundMode)
{
case sdm_PC:
-// SDL_ShutPC();
+ SDL_ShutPC();
break;
case sdm_AdLib:
SDL_ShutAL();
@@ -1154,6 +1277,9 @@ SD_Startup(void)
alTimeCount = 0;
+ // Add PC speaker sound mixer
+ Mix_SetPostMix(SDL_PCMixCallback, NULL);
+
SD_SetSoundMode(sdm_Off);
SD_SetMusicMode(smm_Off);
@@ -1234,7 +1360,6 @@ SD_PlaySound(soundnames sound)
{
if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))
{
-#ifdef NOTYET
if (s->priority < SoundPriority)
return 0;
@@ -1244,9 +1369,6 @@ SD_PlaySound(soundnames sound)
SoundPositioned = ispos;
SoundNumber = sound;
SoundPriority = s->priority;
-#else
- return 0;
-#endif
}
else
{
@@ -1276,7 +1398,7 @@ SD_PlaySound(soundnames sound)
switch (SoundMode)
{
case sdm_PC:
-// SDL_PCPlaySound((PCSound *)s);
+ SDL_PCPlaySound((PCSound *)s);
break;
case sdm_AdLib:
SDL_ALPlaySound((AdLibSound *)s);
@@ -1330,7 +1452,7 @@ SD_StopSound(void)
switch (SoundMode)
{
case sdm_PC:
-// SDL_PCStopSound();
+ SDL_PCStopSound();
break;
case sdm_AdLib:
SDL_ALStopSound();
--- a/wl_menu.cpp
+++ b/wl_menu.cpp
@@ -104,7 +104,7 @@ CP_itemtype SndMenu[] = {
{1, "", 0},
#else
{1, STR_NONE, 0},
- {0, STR_PC, 0},
+ {1, STR_PC, 0},
{1, STR_ALSB, 0},
{0, "", 0},
{0, "", 0},
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