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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392
|
//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2015 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: TIASnd.cxx 3191 2015-08-09 18:07:04Z stephena $
//============================================================================
#include "TIASnd.h"
namespace Emulation {
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TIASound::TIASound(Int32 outputFrequency)
: myChannelMode(Hardware2Stereo),
myOutputFrequency(outputFrequency),
myOutputCounter(0),
myVolumePercentage(100)
{
reset();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIASound::reset()
{
// Fill the polynomials
polyInit(Bit4, 4, 4, 3);
polyInit(Bit5, 5, 5, 3);
polyInit(Bit9, 9, 9, 5);
// Initialize instance variables
for(int chan = 0; chan <= 1; ++chan)
{
myVolume[chan] = 0;
myDivNCnt[chan] = 0;
myDivNMax[chan] = 0;
myDiv3Cnt[chan] = 3;
myAUDC[chan] = 0;
myAUDF[chan] = 0;
myAUDV[chan] = 0;
myP4[chan] = 0;
myP5[chan] = 0;
myP9[chan] = 0;
}
myOutputCounter = 0;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIASound::outputFrequency(Int32 freq)
{
myOutputFrequency = freq;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
string TIASound::channels(uInt32 hardware, bool stereo)
{
if(hardware == 1)
myChannelMode = Hardware1;
else
myChannelMode = stereo ? Hardware2Stereo : Hardware2Mono;
switch(myChannelMode)
{
case Hardware1: return "Hardware1";
case Hardware2Mono: return "Hardware2Mono";
case Hardware2Stereo: return "Hardware2Stereo";
default: return EmptyString;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIASound::set(uInt16 address, uInt8 value)
{
int chan = ~address & 0x1;
switch(address)
{
case AUDC0:
case AUDC1:
myAUDC[chan] = value & 0x0f;
break;
case AUDF0:
case AUDF1:
myAUDF[chan] = value & 0x1f;
break;
case AUDV0:
case AUDV1:
myAUDV[chan] = (value & 0x0f) << AUDV_SHIFT;
break;
default:
return;
}
uInt16 newVal = 0;
// An AUDC value of 0 is a special case
if (myAUDC[chan] == SET_TO_1 || myAUDC[chan] == POLY5_POLY5)
{
// Indicate the clock is zero so no processing will occur,
// and set the output to the selected volume
newVal = 0;
myVolume[chan] = (myAUDV[chan] * myVolumePercentage) / 100;
}
else
{
// Otherwise calculate the 'divide by N' value
newVal = myAUDF[chan] + 1;
// If bits 2 & 3 are set, then multiply the 'div by n' count by 3
if((myAUDC[chan] & DIV3_MASK) == DIV3_MASK && myAUDC[chan] != POLY5_DIV3)
newVal *= 3;
}
// Only reset those channels that have changed
if(newVal != myDivNMax[chan])
{
// Reset the divide by n counters
myDivNMax[chan] = newVal;
// If the channel is now volume only or was volume only,
// reset the counter (otherwise let it complete the previous)
if ((myDivNCnt[chan] == 0) || (newVal == 0))
myDivNCnt[chan] = newVal;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIASound::get(uInt16 address) const
{
switch(address)
{
case AUDC0: return myAUDC[0];
case AUDC1: return myAUDC[1];
case AUDF0: return myAUDF[0];
case AUDF1: return myAUDF[1];
case AUDV0: return myAUDV[0] >> AUDV_SHIFT;
case AUDV1: return myAUDV[1] >> AUDV_SHIFT;
default: return 0;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIASound::volume(uInt32 percent)
{
if(percent <= 100)
myVolumePercentage = percent;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIASound::process(Int16* buffer, uInt32 samples)
{
// Make temporary local copy
uInt8 audc0 = myAUDC[0], audc1 = myAUDC[1];
uInt8 p5_0 = myP5[0], p5_1 = myP5[1];
uInt8 div_n_cnt0 = myDivNCnt[0], div_n_cnt1 = myDivNCnt[1];
Int16 v0 = myVolume[0], v1 = myVolume[1];
// Take external volume into account
Int16 audv0 = (myAUDV[0] * myVolumePercentage) / 100,
audv1 = (myAUDV[1] * myVolumePercentage) / 100;
// Loop until the sample buffer is full
while(samples > 0)
{
// Process channel 0
if (div_n_cnt0 > 1)
{
div_n_cnt0--;
}
else if (div_n_cnt0 == 1)
{
int prev_bit5 = Bit5[p5_0];
div_n_cnt0 = myDivNMax[0];
// The P5 counter has multiple uses, so we increment it here
p5_0++;
if (p5_0 == POLY5_SIZE)
p5_0 = 0;
// Check clock modifier for clock tick
if ((audc0 & 0x02) == 0 ||
((audc0 & 0x01) == 0 && Div31[p5_0]) ||
((audc0 & 0x01) == 1 && Bit5[p5_0]) ||
((audc0 & 0x0f) == POLY5_DIV3 && Bit5[p5_0] != prev_bit5))
{
if (audc0 & 0x04) // Pure modified clock selected
{
if ((audc0 & 0x0f) == POLY5_DIV3) // POLY5 -> DIV3 mode
{
if ( Bit5[p5_0] != prev_bit5 )
{
myDiv3Cnt[0]--;
if ( !myDiv3Cnt[0] )
{
myDiv3Cnt[0] = 3;
v0 = v0 ? 0 : audv0;
}
}
}
else
{
// If the output was set turn it off, else turn it on
v0 = v0 ? 0 : audv0;
}
}
else if (audc0 & 0x08) // Check for p5/p9
{
if (audc0 == POLY9) // Check for poly9
{
// Increase the poly9 counter
myP9[0]++;
if (myP9[0] == POLY9_SIZE)
myP9[0] = 0;
v0 = Bit9[myP9[0]] ? audv0 : 0;
}
else if ( audc0 & 0x02 )
{
v0 = (v0 || audc0 & 0x01) ? 0 : audv0;
}
else // Must be poly5
{
v0 = Bit5[p5_0] ? audv0 : 0;
}
}
else // Poly4 is the only remaining option
{
// Increase the poly4 counter
myP4[0]++;
if (myP4[0] == POLY4_SIZE)
myP4[0] = 0;
v0 = Bit4[myP4[0]] ? audv0 : 0;
}
}
}
// Process channel 1
if (div_n_cnt1 > 1)
{
div_n_cnt1--;
}
else if (div_n_cnt1 == 1)
{
int prev_bit5 = Bit5[p5_1];
div_n_cnt1 = myDivNMax[1];
// The P5 counter has multiple uses, so we increment it here
p5_1++;
if (p5_1 == POLY5_SIZE)
p5_1 = 0;
// Check clock modifier for clock tick
if ((audc1 & 0x02) == 0 ||
((audc1 & 0x01) == 0 && Div31[p5_1]) ||
((audc1 & 0x01) == 1 && Bit5[p5_1]) ||
((audc1 & 0x0f) == POLY5_DIV3 && Bit5[p5_1] != prev_bit5))
{
if (audc1 & 0x04) // Pure modified clock selected
{
if ((audc1 & 0x0f) == POLY5_DIV3) // POLY5 -> DIV3 mode
{
if ( Bit5[p5_1] != prev_bit5 )
{
myDiv3Cnt[1]--;
if ( ! myDiv3Cnt[1] )
{
myDiv3Cnt[1] = 3;
v1 = v1 ? 0 : audv1;
}
}
}
else
{
// If the output was set turn it off, else turn it on
v1 = v1 ? 0 : audv1;
}
}
else if (audc1 & 0x08) // Check for p5/p9
{
if (audc1 == POLY9) // Check for poly9
{
// Increase the poly9 counter
myP9[1]++;
if (myP9[1] == POLY9_SIZE)
myP9[1] = 0;
v1 = Bit9[myP9[1]] ? audv1 : 0;
}
else if ( audc1 & 0x02 )
{
v1 = (v1 || audc1 & 0x01) ? 0 : audv1;
}
else // Must be poly5
{
v1 = Bit5[p5_1] ? audv1 : 0;
}
}
else // Poly4 is the only remaining option
{
// Increase the poly4 counter
myP4[1]++;
if (myP4[1] == POLY4_SIZE)
myP4[1] = 0;
v1 = Bit4[myP4[1]] ? audv1 : 0;
}
}
}
myOutputCounter += myOutputFrequency;
switch(myChannelMode)
{
case Hardware2Mono: // mono sampling with 2 hardware channels
while((samples > 0) && (myOutputCounter >= 31400))
{
Int16 byte = v0 + v1;
*(buffer++) = byte;
*(buffer++) = byte;
myOutputCounter -= 31400;
samples--;
}
break;
case Hardware2Stereo: // stereo sampling with 2 hardware channels
while((samples > 0) && (myOutputCounter >= 31400))
{
*(buffer++) = v0;
*(buffer++) = v1;
myOutputCounter -= 31400;
samples--;
}
break;
case Hardware1: // mono/stereo sampling with only 1 hardware channel
while((samples > 0) && (myOutputCounter >= 31400))
{
*(buffer++) = v0 + v1;
myOutputCounter -= 31400;
samples--;
}
break;
}
}
// Save for next round
myP5[0] = p5_0;
myP5[1] = p5_1;
myVolume[0] = v0;
myVolume[1] = v1;
myDivNCnt[0] = div_n_cnt0;
myDivNCnt[1] = div_n_cnt1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIASound::polyInit(uInt8* poly, int size, int f0, int f1)
{
int mask = (1 << size) - 1, x = mask;
for(int i = 0; i < mask; i++)
{
int bit0 = ( ( size - f0 ) ? ( x >> ( size - f0 ) ) : x ) & 0x01;
int bit1 = ( ( size - f1 ) ? ( x >> ( size - f1 ) ) : x ) & 0x01;
poly[i] = x & 1;
// calculate next bit
x = ( x >> 1 ) | ( ( bit0 ^ bit1 ) << ( size - 1) );
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
const uInt8 TIASound::Div31[POLY5_SIZE] = {
0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
}
|