1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389
|
////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia 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.
//
// Nestopia is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_API_SOUND_H
#define NST_API_SOUND_H
#include "NstApi.hpp"
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
#if NST_ICC >= 810
#pragma warning( push )
#pragma warning( disable : 304 444 )
#elif NST_MSVC >= 1200
#pragma warning( push )
#pragma warning( disable : 4512 )
#endif
namespace Nes
{
namespace Core
{
namespace Sound
{
/**
* Sound output context.
*/
class Output
{
struct Locker;
struct Unlocker;
public:
enum
{
MAX_LENGTH = 0x8000
};
/**
* Pointer to sound memory to be written to.
*
* Assign NULL to samples[1] if circular buffers aren't needed.
*/
void* samples[2];
/**
* Length in <b>number of</b> samples for one frame.
*
* Assign 0 to length[1] if circular buffers aren't needed.
* Length doesn't neccesarily need to be the same value for every frame as long
* as they eventually add up in relation to the emulation speed. The requested
* number of samples will always be written even if the length is greater
* than what the sound engine normally produces. Non-written samples for one frame will
* be carried over to the next through an internal buffer.
*/
uint length[2];
Output(void* s0=0,uint l0=0,void* s1=0,uint l1=0)
{
samples[0] = s0;
samples[1] = s1;
length[0] = l0;
length[1] = l1;
}
/**
* Sound lock callback prototype.
*
* Called right before the core is about to render sound for one frame. Non-written
* samples will be saved for the next frame.
*
* @param userData optional user data
* @param output object to this class
* @return true if output memory is valid and samples can be written to it
*/
typedef bool (NST_CALLBACK *LockCallback) (void* userData,Output& output);
/**
* Sound unlock callback prototype.
*
* Called when the core has finished rendering sound for one frame and a previously lock was made.
*
* @param userData optional user data
* @param output object to this class
*/
typedef void (NST_CALLBACK *UnlockCallback) (void* userData,Output& output);
/**
* Sound lock callback manager.
*
* Static object used for adding the user defined callback.
*/
static Locker lockCallback;
/**
* Sound unlock callback manager.
*
* Static object used for adding the user defined callback.
*/
static Unlocker unlockCallback;
};
/**
* Sound lock callback invoker.
*
* Used internally by the core.
*/
struct Output::Locker : UserCallback<Output::LockCallback>
{
bool operator () (Output& output) const
{
return (!function || function( userdata, output ));
}
};
/**
* Sound unlock callback invoker.
*
* Used internally by the core.
*/
struct Output::Unlocker : UserCallback<Output::UnlockCallback>
{
void operator () (Output& output) const
{
if (function)
function( userdata, output );
}
};
}
}
namespace Api
{
/**
* Sound interface.
*/
class Sound : public Base
{
public:
/**
* Interface constructor.
*
* @param instance emulator instance
*/
template<typename T>
Sound(T& instance)
: Base(instance) {}
/**
* Sound channel types.
*/
enum Channel
{
/**
* First square channel.
*/
CHANNEL_SQUARE1 = 0x001,
/**
* Second square channel.
*/
CHANNEL_SQUARE2 = 0x002,
/**
* Triangle channel.
*/
CHANNEL_TRIANGLE = 0x004,
/**
* Noise channel.
*/
CHANNEL_NOISE = 0x008,
/**
* DPCM channel.
*/
CHANNEL_DPCM = 0x010,
/**
* FDS sound chip channel.
*/
CHANNEL_FDS = 0x020,
/**
* MMC5 sound chip channel.
*/
CHANNEL_MMC5 = 0x040,
/**
* Konami VRC6 sound chip channel.
*/
CHANNEL_VRC6 = 0x080,
/**
* Konami VRC7 sound chip channel.
*/
CHANNEL_VRC7 = 0x100,
/**
* Namcot 163 sound chip channel.
*/
CHANNEL_N163 = 0x200,
/**
* Sunsoft 5B sound chip channel.
*/
CHANNEL_S5B = 0x400,
/**
* All NES APU channels.
*/
APU_CHANNELS = CHANNEL_SQUARE1|CHANNEL_SQUARE2|CHANNEL_TRIANGLE|CHANNEL_NOISE|CHANNEL_DPCM,
/**
* All external sound chip channels.
*/
EXT_CHANNELS = CHANNEL_FDS|CHANNEL_MMC5|CHANNEL_VRC6|CHANNEL_VRC7|CHANNEL_N163|CHANNEL_S5B,
/**
* All channels.
*/
ALL_CHANNELS = APU_CHANNELS|EXT_CHANNELS
};
/**
* Speaker type.
*/
enum Speaker
{
/**
* Mono sound (default).
*/
SPEAKER_MONO,
/**
* Pseudo stereo sound.
*/
SPEAKER_STEREO
};
enum
{
DEFAULT_VOLUME = 85,
MAX_VOLUME = 100,
DEFAULT_SPEED = 0,
MIN_SPEED = 30,
MAX_SPEED = 240,
MAX_CHANNELS = 11
};
/**
* Sets the sample rate.
*
* @param rate value in the range 44100 to 96000, default is 44100
* @return result code
*/
Result SetSampleRate(ulong rate) throw();
/**
* Returns the sample rate.
*
* @return sample rate
*/
ulong GetSampleRate() const throw();
/**
* Sets the speaker type.
*
* @param speaker speaker type, default is SPEAKER_MONO
*/
void SetSpeaker(Speaker speaker) throw();
/**
* Returns the speaker type.
*
* @return speaker type
*/
Speaker GetSpeaker() const throw();
/**
* Sets one or more channel volumes.
*
* @param channels OR:ed channels
* @param volume volume in the range 0 to 100, default is 85
* @return result code
*/
Result SetVolume(uint channels,uint volume) throw();
/**
* Returns the volume of a channel.
*
* @param channel channel
* @return volume
*/
uint GetVolume(uint channel) const throw();
/**
* Mutes all sound.
*
* @param mute true to mute sound
*/
void Mute(bool mute) throw();
/**
* Checks if sound is muted.
*
* @return true if muted
*/
bool IsMuted() const throw();
/**
* Sets the speed.
*
* @param speed speed in the range 30 to 240, set to DEFAULT_SPEED for automatic adjustment
* @return result code
*/
Result SetSpeed(uint speed) throw();
/**
* Returns the current speed.
*
* @return speed
*/
uint GetSpeed() const throw();
/**
* Enables automatic transposition.
*
* @param state true to enable
*/
void SetAutoTranspose(bool state) throw();
/**
* Enables the "Game Genie" sound effect
*
* @param genie true to enable
*/
void SetGenie(bool genie) throw();
/**
* Checks if automatic transposing is enabled.
*
* @return true if enabled
*/
bool IsAutoTransposing() const throw();
/**
* Checks if a "Game Genie" is present
*
* @return true if enabled
*/
bool IsGenie() const throw();
/**
* Checks if sound is audible at all.
*
* @return true if audible
*/
bool IsAudible() const throw();
/**
* Empties the internal sound buffer.
*/
void EmptyBuffer() throw();
/**
* Sound output context.
*/
typedef Core::Sound::Output Output;
};
}
}
#if NST_MSVC >= 1200 || NST_ICC >= 810
#pragma warning( pop )
#endif
#endif
|