ppsspp/Core/HLE/sceVaudio.cpp
Unknown W. Brackets d8eede0b9a Add some unknown syscalls from reporting.
These are being linked in by games, so defining them will log them when
they are hit.
2013-06-30 12:05:14 -07:00

104 lines
3.7 KiB
C++

// 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>, "sceVaudioOutputBlocking"},
{0x03b6807d, WrapU_III<sceVaudioChReserve>, "sceVaudioChReserve"},
{0x67585dfd, WrapU_V<sceVaudioChRelease>, "sceVaudioChRelease"},
{0x346FBE94, WrapU_II<sceVaudioSetEffectType>, "sceVaudioSetEffectType"},
{0xCBD4AC51, WrapU_I<sceVaudioSetAlcMode>, "sceVaudioSetAlcMode"},
{0x504e4745, 0, "sceVaudio_504E4745"},
{0x27acc20b, 0, "sceVaudio_27ACC20B"},
{0xe8e78dc8, 0, "sceVaudio_E8E78DC8"},
};
void Register_sceVaudio() {
RegisterModule("sceVaudio",ARRAY_SIZE(sceVaudio), sceVaudio );
}