// Copyright (c) 2012- PPSSPP Project. // 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, version 2.0 or later versions. // This program 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "Common/ChunkFile.h" #include "Core/Reporting.h" #include "Core/HLE/HLE.h" #include "Core/HLE/sceVaudio.h" #include "Core/HLE/sceAudio.h" #include "Core/HLE/__sceAudio.h" // Ultra hacky Vaudio implementation. Not sure what the point of this API is. bool vaudioReserved = false; void __VaudioInit() { vaudioReserved = false; } void __VaudioDoState(PointerWrap &p) { p.Do(vaudioReserved); p.DoMarker("sceVaudio"); } u32 sceVaudioChReserve(int sampleCount, int freq, int format) { if (vaudioReserved) { ERROR_LOG(HLE, "sceVaudioChReserve(%i, %i, %i) - already reserved", sampleCount, freq, format); return SCE_KERNEL_ERROR_BUSY; } // We still have to check the channel also, which gives a different error. if (chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved) { ERROR_LOG(HLE, "sceVaudioChReserve(%i, %i, %i) - channel already reserved", sampleCount, freq, format); return SCE_ERROR_AUDIO_CHANNEL_ALREADY_RESERVED; } DEBUG_LOG(HLE, "sceVaudioChReserve(%i, %i, %i)", sampleCount, freq, format); chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved = true; chans[PSP_AUDIO_CHANNEL_VAUDIO].sampleCount = sampleCount; chans[PSP_AUDIO_CHANNEL_VAUDIO].format = format == 2 ? PSP_AUDIO_FORMAT_STEREO : PSP_AUDIO_FORMAT_MONO; chans[PSP_AUDIO_CHANNEL_VAUDIO].leftVolume = 0; chans[PSP_AUDIO_CHANNEL_VAUDIO].rightVolume = 0; vaudioReserved = true; __AudioSetOutputFrequency(freq); return 0; } u32 sceVaudioChRelease() { DEBUG_LOG(HLE, "sceVaudioChRelease(...)"); if (!chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved) { return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED; } else { chans[PSP_AUDIO_CHANNEL_VAUDIO].reset(); chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved = false; vaudioReserved = false; return 0; } } u32 sceVaudioOutputBlocking(int vol, u32 buffer) { DEBUG_LOG(HLE, "sceVaudioOutputBlocking(%i, %08x)", vol, buffer); chans[PSP_AUDIO_CHANNEL_OUTPUT2].leftVolume = vol; chans[PSP_AUDIO_CHANNEL_OUTPUT2].rightVolume = vol; // TODO: This may be wrong, not sure if's in a different format? chans[PSP_AUDIO_CHANNEL_OUTPUT2].sampleAddress = buffer; return __AudioEnqueue(chans[PSP_AUDIO_CHANNEL_VAUDIO], PSP_AUDIO_CHANNEL_VAUDIO, true); } u32 sceVaudioSetEffectType(int effectType, int vol) { ERROR_LOG_REPORT(HLE, "UNIMPL sceVaudioSetEffectType(%i, %i)", effectType, vol); return 0; } u32 sceVaudioSetAlcMode(int alcMode) { ERROR_LOG_REPORT(HLE, "UNIMPL sceVaudioSetAlcMode(%i)", alcMode); return 0; } const HLEFunction sceVaudio[] = { {0x8986295e, WrapU_IU, "sceVaudioOutputBlocking"}, {0x03b6807d, WrapU_III, "sceVaudioChReserve"}, {0x67585dfd, WrapU_V, "sceVaudioChRelease"}, {0x346FBE94, WrapU_II, "sceVaudioSetEffectType"}, {0xCBD4AC51, WrapU_I, "sceVaudioSetAlcMode"}, }; void Register_sceVaudio() { RegisterModule("sceVaudio",ARRAY_SIZE(sceVaudio), sceVaudio ); }