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/* aylet 0.3, a .AY music file player.
* Copyright (C) 2001-2002 Russell Marks and Ian Collier.
* See main.c for licence.
*
* sound.c - the sound emulation itself, based on the beeper/AY code I
* wrote for Fuse.
*/
/* some AY details (volume levels, white noise RNG algorithm) based on
* info from MAME's ay8910.c - MAME's licence explicitly permits free
* use of info (even encourages it).
*/
/* NB: I know some of this stuff looks fairly CPU-hogging.
* For example, the AY code tracks changes with sub-frame timing
* in a rather hairy way, and there's subsampling here and there.
* But if you measure the CPU use, it doesn't actually seem
* very high at all. And I speak as a Cyrix owner. :-)
*
* (I based that on testing in Fuse, but I doubt it's that much
* worse here. (It's actually a bit better, I think.))
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <errno.h>
#include <unistd.h>
#include "main.h"
#include "z80.h"
#include "sound.h"
#include "driver.h"
/* configuration */
int soundfd=-1; /* file descriptor for the sound device */
int sixteenbit=1; /* use sixteen-bit audio? */
int sound_enabled=0;
int sound_freq=44100;
int sound_stereo=1; /* true for stereo *output sample* (only) */
int sound_stereo_beeper=0; /* beeper pseudo-stereo */
int sound_stereo_ay=1; /* AY stereo separation */
int sound_stereo_ay_abc=0; /* (AY stereo) true for ABC stereo, else ACB */
int sound_stereo_ay_narrow=0; /* (AY stereo) true for narrow AY st. sep. */
#define AY_CLOCK 1773400
#define AY_CLOCK_CPC 1000000
/* assume all three tone channels together match the beeper volume.
* (XXX maybe not - that makes beeper stuff annoyingly loud)
* Must be <=127 for all channels; 40+(28*3) = 124.
* (Now scaled up for 16-bit.)
*/
#define AMPL_BEEPER (40*256)
#define AMPL_AY_TONE (28*256) /* three of these */
/* full range of beeper volume */
#define VOL_BEEPER (AMPL_BEEPER*2)
/* max. number of sub-frame AY port writes allowed;
* given the number of port writes theoretically possible in a
* 50th I think this should be plenty.
*/
#define AY_CHANGE_MAX 8000
static int sound_framesiz;
static unsigned int ay_tone_levels[16];
static signed short *sound_buf;
static int sound_oldpos,sound_fillpos,sound_oldval,sound_oldval_orig;
/* foo_subcycles are fixed-point with low 16 bits as fractional part.
* The other bits count as the chip does.
*/
static unsigned int ay_tone_tick[3],ay_tone_high[3],ay_noise_tick;
static unsigned int ay_tone_subcycles,ay_env_subcycles;
static unsigned int ay_env_internal_tick,ay_env_tick;
static unsigned int ay_tick_incr;
static unsigned int ay_tone_period[3],ay_noise_period,ay_env_period;
static int beeper_last_subpos=0;
/* AY registers */
/* we have 16 so we can fake an 8910 if needed (XXX any point?) */
static unsigned char sound_ay_registers[16];
struct ay_change_tag
{
unsigned long tstates;
unsigned short ofs;
unsigned char reg,val;
};
static struct ay_change_tag ay_change[AY_CHANGE_MAX];
static int ay_change_count;
static int fading=0,fadetotal;
static int sfadetime;
#define STEREO_BUF_SIZE 1024
static int pstereobuf[STEREO_BUF_SIZE];
static int pstereobufsiz,pstereopos;
static int psgap=250;
static int rstereobuf_l[STEREO_BUF_SIZE],rstereobuf_r[STEREO_BUF_SIZE];
static int rstereopos,rchan1pos,rchan2pos,rchan3pos;
void sound_ay_init(void)
{
/* AY output doesn't match the claimed levels; these levels are based
* on the measurements posted to comp.sys.sinclair in Dec 2001 by
* Matthew Westcott, adjusted as I described in a followup to his post,
* then scaled to 0..0xffff.
*/
static int levels[16]=
{
0x0000, 0x0385, 0x053D, 0x0770,
0x0AD7, 0x0FD5, 0x15B0, 0x230C,
0x2B4C, 0x43C1, 0x5A4B, 0x732F,
0x9204, 0xAFF1, 0xD921, 0xFFFF
};
int f;
/* scale the values down to fit */
for(f=0;f<16;f++)
ay_tone_levels[f]=(levels[f]*AMPL_AY_TONE+0x8000)/0xffff;
ay_noise_tick=ay_noise_period=0;
ay_env_internal_tick=ay_env_tick=ay_env_period=0;
ay_tone_subcycles=ay_env_subcycles=0;
for(f=0;f<3;f++)
ay_tone_tick[f]=ay_tone_high[f]=0,ay_tone_period[f]=1;
#define CLOCK_RESET(clock) ay_tick_incr=(int)(65536.*clock/sound_freq)
CLOCK_RESET(AY_CLOCK);
ay_change_count=0;
}
int sound_init(void)
{
int f;
if(!driver_init(&sound_freq,&sound_stereo))
return(0);
/* important to override these if not using stereo */
if(!sound_stereo)
{
sound_stereo_ay=0;
sound_stereo_beeper=0;
}
sound_enabled=1;
sound_framesiz=sound_freq/50;
if((sound_buf=malloc(sizeof(signed short)*sound_framesiz*(sound_stereo+1)))==NULL)
{
sound_end();
return(0);
}
sound_oldval=sound_oldval_orig=0;
sound_oldpos=-1;
sound_fillpos=0;
sound_ay_init();
if(sound_stereo_beeper)
{
for(f=0;f<STEREO_BUF_SIZE;f++)
pstereobuf[f]=0;
pstereopos=0;
pstereobufsiz=(sound_freq*psgap)/22000;
}
if(sound_stereo_ay)
{
int pos=(sound_stereo_ay_narrow?3:6)*sound_freq/8000;
for(f=0;f<STEREO_BUF_SIZE;f++)
rstereobuf_l[f]=rstereobuf_r[f]=0;
rstereopos=0;
/* the actual ACB/ABC bit :-) */
rchan1pos=-pos;
if(sound_stereo_ay_abc)
rchan2pos=0, rchan3pos=pos;
else
rchan2pos=pos,rchan3pos=0;
}
return(1);
}
void sound_end(void)
{
if(sound_enabled)
{
if(sound_buf)
free(sound_buf);
driver_end();
sound_enabled=0;
}
}
/* write sample to buffer as pseudo-stereo */
void sound_write_buf_pstereo(signed short *out,int c)
{
int bl=(c-pstereobuf[pstereopos])/2;
int br=(c+pstereobuf[pstereopos])/2;
if(bl<-AMPL_BEEPER) bl=-AMPL_BEEPER;
if(br<-AMPL_BEEPER) br=-AMPL_BEEPER;
if(bl> AMPL_BEEPER) bl= AMPL_BEEPER;
if(br> AMPL_BEEPER) br= AMPL_BEEPER;
*out=bl; out[1]=br;
pstereobuf[pstereopos]=c;
pstereopos++;
if(pstereopos>=pstereobufsiz)
pstereopos=0;
}
/* not great having this as a macro to inline it, but it's only
* a fairly short routine, and it saves messing about.
* (XXX ummm, possibly not so true any more :-))
*/
#define AY_GET_SUBVAL(chan) (level*2*ay_tone_tick[chan]/tone_count)
#define AY_DO_TONE(var,chan) \
is_low=0; \
if(is_on) \
{ \
(var)=0; \
if(level) \
{ \
if(ay_tone_high[chan]) \
(var)= (level); \
else \
(var)=-(level),is_low=1; \
} \
} \
\
ay_tone_tick[chan]+=tone_count; \
count=0; \
while(ay_tone_tick[chan]>=ay_tone_period[chan]) \
{ \
count++; \
ay_tone_tick[chan]-=ay_tone_period[chan]; \
ay_tone_high[chan]=!ay_tone_high[chan]; \
\
/* has to be here, unfortunately... */ \
if(is_on && count==1 && level && ay_tone_tick[chan]<tone_count) \
{ \
if(is_low) \
(var)+=AY_GET_SUBVAL(chan); \
else \
(var)-=AY_GET_SUBVAL(chan); \
} \
} \
\
/* if it's changed more than once during the sample, we can't */ \
/* represent it faithfully. So, just hope it's a sample. */ \
/* (That said, this should also help avoid aliasing noise.) */ \
if(is_on && count>1) \
(var)=-(level)
/* add val, correctly delayed on either left or right buffer,
* to add the AY stereo positioning. This doesn't actually put
* anything directly in soundbuf, though.
*/
#define GEN_STEREO(pos,val) \
if((pos)<0) \
{ \
rstereobuf_l[rstereopos]+=(val); \
rstereobuf_r[(rstereopos-pos)%STEREO_BUF_SIZE]+=(val); \
} \
else \
{ \
rstereobuf_l[(rstereopos+pos)%STEREO_BUF_SIZE]+=(val); \
rstereobuf_r[rstereopos]+=(val); \
}
/* bitmasks for envelope */
#define AY_ENV_CONT 8
#define AY_ENV_ATTACK 4
#define AY_ENV_ALT 2
#define AY_ENV_HOLD 1
static void sound_ay_overlay(void)
{
static int rng=1;
static int noise_toggle=0;
static int env_first=1,env_rev=0,env_counter=15;
int tone_level[3];
int mixer,envshape;
int f,g,level,count;
signed short *ptr;
struct ay_change_tag *change_ptr=ay_change;
int changes_left=ay_change_count;
int reg,r;
int is_low,is_on;
int chan1,chan2,chan3;
int frametime=tsmax*50;
unsigned int tone_count,noise_count;
/* convert change times to sample offsets */
for(f=0;f<ay_change_count;f++)
ay_change[f].ofs=(ay_change[f].tstates*sound_freq)/frametime;
for(f=0,ptr=sound_buf;f<sound_framesiz;f++)
{
/* update ay registers. All this sub-frame change stuff
* is pretty hairy, but how else would you handle the
* samples in Robocop? :-) It also clears up some other
* glitches.
*/
while(changes_left && f>=change_ptr->ofs)
{
sound_ay_registers[reg=change_ptr->reg]=change_ptr->val;
change_ptr++; changes_left--;
/* fix things as needed for some register changes */
switch(reg)
{
case 0: case 1: case 2: case 3: case 4: case 5:
r=reg>>1;
/* a zero-len period is the same as 1 */
ay_tone_period[r]=(sound_ay_registers[reg&~1]|
(sound_ay_registers[reg|1]&15)<<8);
if(!ay_tone_period[r])
ay_tone_period[r]++;
/* important to get this right, otherwise e.g. Ghouls 'n' Ghosts
* has really scratchy, horrible-sounding vibrato.
*/
if(ay_tone_tick[r]>=ay_tone_period[r]*2)
ay_tone_tick[r]%=ay_tone_period[r]*2;
break;
case 6:
ay_noise_tick=0;
ay_noise_period=(sound_ay_registers[reg]&31);
break;
case 11: case 12:
/* this one *isn't* fixed-point */
ay_env_period=sound_ay_registers[11]|(sound_ay_registers[12]<<8);
break;
case 13:
ay_env_internal_tick=ay_env_tick=ay_env_subcycles=0;
env_first=1;
env_rev=0;
env_counter=(sound_ay_registers[13]&AY_ENV_ATTACK)?0:15;
break;
}
}
/* the tone level if no enveloping is being used */
for(g=0;g<3;g++)
tone_level[g]=ay_tone_levels[sound_ay_registers[8+g]&15];
/* envelope */
envshape=sound_ay_registers[13];
level=ay_tone_levels[env_counter];
for(g=0;g<3;g++)
if(sound_ay_registers[8+g]&16)
tone_level[g]=level;
/* envelope output counter gets incr'd every 16 AY cycles.
* Has to be a while, as this is sub-output-sample res.
*/
ay_env_subcycles+=ay_tick_incr;
noise_count=0;
while(ay_env_subcycles>=(16<<16))
{
ay_env_subcycles-=(16<<16);
noise_count++;
ay_env_tick++;
while(ay_env_tick>=ay_env_period)
{
ay_env_tick-=ay_env_period;
/* do a 1/16th-of-period incr/decr if needed */
if(env_first ||
((envshape&AY_ENV_CONT) && !(envshape&AY_ENV_HOLD)))
{
if(env_rev)
env_counter-=(envshape&AY_ENV_ATTACK)?1:-1;
else
env_counter+=(envshape&AY_ENV_ATTACK)?1:-1;
if(env_counter<0) env_counter=0;
if(env_counter>15) env_counter=15;
}
ay_env_internal_tick++;
while(ay_env_internal_tick>=16)
{
ay_env_internal_tick-=16;
/* end of cycle */
if(!(envshape&AY_ENV_CONT))
env_counter=0;
else
{
if(envshape&AY_ENV_HOLD)
{
if(env_first && (envshape&AY_ENV_ALT))
env_counter=(env_counter?0:15);
}
else
{
/* non-hold */
if(envshape&AY_ENV_ALT)
env_rev=!env_rev;
else
env_counter=(envshape&AY_ENV_ATTACK)?0:15;
}
}
env_first=0;
}
/* don't keep trying if period is zero */
if(!ay_env_period) break;
}
}
/* generate tone+noise... or neither.
* (if no tone/noise is selected, the chip just shoves the
* level out unmodified. This is used by some sample-playing
* stuff.)
*/
chan1=tone_level[0];
chan2=tone_level[1];
chan3=tone_level[2];
mixer=sound_ay_registers[7];
ay_tone_subcycles+=ay_tick_incr;
tone_count=ay_tone_subcycles>>(3+16);
ay_tone_subcycles&=(8<<16)-1;
level=chan1; is_on=!(mixer&1);
AY_DO_TONE(chan1,0);
if((mixer&0x08)==0 && noise_toggle)
chan1=0;
level=chan2; is_on=!(mixer&2);
AY_DO_TONE(chan2,1);
if((mixer&0x10)==0 && noise_toggle)
chan2=0;
level=chan3; is_on=!(mixer&4);
AY_DO_TONE(chan3,2);
if((mixer&0x20)==0 && noise_toggle)
chan3=0;
/* write the sample(s) */
if(!sound_stereo)
{
/* mono */
(*ptr++)+=chan1+chan2+chan3;
}
else
{
if(!sound_stereo_ay)
{
/* stereo output, but mono AY sound; still,
* incr separately in case of beeper pseudostereo.
*/
(*ptr++)+=chan1+chan2+chan3;
(*ptr++)+=chan1+chan2+chan3;
}
else
{
/* stereo with ACB AY positioning.
* Here we use real stereo positions for the channels.
* Just because, y'know, it's cool and stuff. No, really. :-)
* This is a little tricky, as it works by delaying sounds
* on the left or right channels to model the delay you get
* in the real world when sounds originate at different places.
*/
GEN_STEREO(rchan1pos,chan1);
GEN_STEREO(rchan2pos,chan2);
GEN_STEREO(rchan3pos,chan3);
(*ptr++)+=rstereobuf_l[rstereopos];
(*ptr++)+=rstereobuf_r[rstereopos];
rstereobuf_l[rstereopos]=rstereobuf_r[rstereopos]=0;
rstereopos++;
if(rstereopos>=STEREO_BUF_SIZE)
rstereopos=0;
}
}
/* update noise RNG/filter */
ay_noise_tick+=noise_count;
while(ay_noise_tick>=ay_noise_period)
{
ay_noise_tick-=ay_noise_period;
if((rng&1)^((rng&2)?1:0))
noise_toggle=!noise_toggle;
/* rng is 17-bit shift reg, bit 0 is output.
* input is bit 0 xor bit 2.
*/
rng|=((rng&1)^((rng&4)?1:0))?0x20000:0;
rng>>=1;
/* don't keep trying if period is zero */
if(!ay_noise_period) break;
}
}
}
/* don't make the change immediately; record it for later,
* to be made by sound_frame() (via sound_ay_overlay()).
*/
void sound_ay_write(int reg,int val,unsigned long tstates)
{
if(!sound_enabled) return;
if(reg>=15) return;
if(ay_change_count<AY_CHANGE_MAX)
{
ay_change[ay_change_count].tstates=tstates;
ay_change[ay_change_count].reg=reg;
ay_change[ay_change_count].val=val;
ay_change_count++;
}
}
/* no need to call this initially, but should be called
* on reset otherwise.
*/
void sound_ay_reset(void)
{
int f;
ay_change_count=0;
for(f=0;f<16;f++)
sound_ay_write(f,0,0);
for(f=0;f<3;f++)
ay_tone_high[f]=0;
ay_tone_subcycles=ay_env_subcycles=0;
fading=sfadetime=0;
sound_oldval=sound_oldval_orig=0;
CLOCK_RESET(AY_CLOCK); /* in case it was CPC before */
}
void sound_ay_reset_cpc(void)
{
sound_ay_reset();
CLOCK_RESET(AY_CLOCK_CPC);
}
/* write stereo or mono beeper sample, and incr ptr */
#define SOUND_WRITE_BUF_BEEPER(ptr,val) \
do \
{ \
if(sound_stereo_beeper) \
{ \
sound_write_buf_pstereo((ptr),(val)); \
(ptr)+=2; \
} \
else \
{ \
*(ptr)++=(val); \
if(sound_stereo) \
*(ptr)++=(val); \
} \
} \
while(0)
/* returns zero if this frame was completely silent */
int sound_frame(int really_play)
{
static int silent_level=-1;
signed short *ptr;
int f,silent,chk;
int fulllen=sound_framesiz*(sound_stereo+1);
ptr=sound_buf+(sound_stereo?sound_fillpos*2:sound_fillpos);
for(f=sound_fillpos;f<sound_framesiz;f++)
SOUND_WRITE_BUF_BEEPER(ptr,sound_oldval);
sound_ay_overlay();
/* check for a silent frame.
* bit nasty, but it's the only way to be sure. :-)
* We check pre-fade, and make a separate check for having faded-out
* later. This is to avoid problems with beeper `silence' which is
* really a constant high/low level (something similar is also
* possible with the AY).
*
* To cope with beeper and arguably-buggy .ay files, we have to treat
* *any* non-varying level as silence. Fair enough in a way, as it
* will indeed be silent, but a bit of a pain.
*/
silent=1;
ptr=sound_buf;
chk=*ptr++;
for(f=1;f<fulllen;f++)
{
if(*ptr++!=chk)
{
silent=0;
break;
}
}
/* even if they're all the same, it doesn't count if the
* level's changed since last time...
*/
if(chk!=silent_level)
silent=0;
/* save last sample for comparison next time */
silent_level=sound_buf[fulllen-1];
/* apply overall fade if we're in the middle of one. */
if(fading)
{
if(sfadetime<=0)
memset(sound_buf,0,fulllen*sizeof(signed short)),silent=1;
else
{
ptr=sound_buf;
for(f=0;f<sound_framesiz;f++,ptr++)
{
/* XXX kludgey, but needed to avoid overflow */
sfadetime--;
*ptr=(*ptr)*(sfadetime>>4)/(fadetotal>>4);
if(sound_stereo)
{
ptr++;
*ptr=(*ptr)*(sfadetime>>4)/(fadetotal>>4);
}
}
}
}
if(really_play)
driver_frame(sound_buf,fulllen);
sound_oldpos=-1;
sound_fillpos=0;
ay_change_count=0;
return(!silent);
}
/* don't do a real frame, just play silence to keep things sane. */
void sound_frame_blank(void)
{
static int first=1;
static signed short buf[2048]; /* should be plenty */
int fulllen=sound_framesiz*(sound_stereo+1);
if(first)
{
first=0;
memset(buf,0,sizeof(buf));
}
/* just in case it's *not* plenty... :-) */
if(sizeof(buf)<fulllen)
{
usleep(20000);
return;
}
driver_frame(buf,fulllen);
}
void sound_start_fade(int fadetime_in_sec)
{
fading=1;
sfadetime=fadetotal=fadetime_in_sec*sound_freq;
}
void sound_beeper(int on)
{
signed short *ptr;
int newpos;
int subpos;
int val,subval;
int f;
if(!sound_enabled) return;
val=(on?-AMPL_BEEPER:AMPL_BEEPER);
if(val==sound_oldval_orig) return;
/* XXX a lookup table might help here... */
newpos=(tstates*sound_framesiz)/tsmax;
/* XXX long long may be dodgy portability-wise... */
subpos=(((long long)tstates)*sound_framesiz*VOL_BEEPER)/tsmax-VOL_BEEPER*newpos;
/* if we already wrote here, adjust the level.
*/
if(newpos==sound_oldpos)
{
/* adjust it as if the rest of the sample period were all in
* the new state. (Often it will be, but if not, we'll fix
* it later by doing this again.)
*/
if(on)
beeper_last_subpos+=VOL_BEEPER-subpos;
else
beeper_last_subpos-=VOL_BEEPER-subpos;
}
else
beeper_last_subpos=(on?VOL_BEEPER-subpos:subpos);
subval=AMPL_BEEPER-beeper_last_subpos;
if(newpos>=0)
{
/* fill gap from previous position */
ptr=sound_buf+(sound_stereo?sound_fillpos*2:sound_fillpos);
for(f=sound_fillpos;f<newpos && f<sound_framesiz;f++)
SOUND_WRITE_BUF_BEEPER(ptr,sound_oldval);
if(newpos<sound_framesiz)
{
/* newpos may be less than sound_fillpos, so... */
ptr=sound_buf+(sound_stereo?newpos*2:newpos);
/* write subsample value */
SOUND_WRITE_BUF_BEEPER(ptr,subval);
}
}
sound_oldpos=newpos;
sound_fillpos=newpos+1;
sound_oldval=sound_oldval_orig=val;
}
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