mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
ded3fb5e12
Also some comment/logging fixes along the way.
100 lines
3.5 KiB
C++
100 lines
3.5 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/ChunkFile.h"
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#include "Core/Reporting.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/sceVaudio.h"
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#include "Core/HLE/sceAudio.h"
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#include "Core/HLE/__sceAudio.h"
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// Ultra hacky Vaudio implementation. Not sure what the point of this API is.
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bool vaudioReserved = false;
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void __VaudioInit() {
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vaudioReserved = false;
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}
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void __VaudioDoState(PointerWrap &p) {
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p.Do(vaudioReserved);
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p.DoMarker("sceVaudio");
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}
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u32 sceVaudioChReserve(int sampleCount, int freq, int format) {
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if (vaudioReserved) {
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ERROR_LOG(HLE, "sceVaudioChReserve(%i, %i, %i) - already reserved", sampleCount, freq, format);
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return SCE_KERNEL_ERROR_BUSY;
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}
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// We still have to check the channel also, which gives a different error.
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if (chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved) {
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ERROR_LOG(HLE, "sceVaudioChReserve(%i, %i, %i) - channel already reserved", sampleCount, freq, format);
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return SCE_ERROR_AUDIO_CHANNEL_ALREADY_RESERVED;
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}
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DEBUG_LOG(HLE, "sceVaudioChReserve(%i, %i, %i)", sampleCount, freq, format);
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chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved = true;
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chans[PSP_AUDIO_CHANNEL_VAUDIO].sampleCount = sampleCount;
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chans[PSP_AUDIO_CHANNEL_VAUDIO].format = format;
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chans[PSP_AUDIO_CHANNEL_VAUDIO].leftVolume = 0;
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chans[PSP_AUDIO_CHANNEL_VAUDIO].rightVolume = 0;
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vaudioReserved = true;
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__AudioSetOutputFrequency(freq);
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return 0;
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}
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u32 sceVaudioChRelease() {
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DEBUG_LOG(HLE, "sceVaudioChRelease(...)");
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if (!chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved) {
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return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
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} else {
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chans[PSP_AUDIO_CHANNEL_VAUDIO].reserved = false;
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vaudioReserved = false;
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return 0;
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}
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}
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u32 sceVaudioOutputBlocking(int vol, u32 buffer) {
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DEBUG_LOG(HLE, "sceVaudioOutputBlocking(%i, %08x)", vol, buffer);
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chans[PSP_AUDIO_CHANNEL_OUTPUT2].leftVolume = vol;
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chans[PSP_AUDIO_CHANNEL_OUTPUT2].rightVolume = vol;
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// TODO: This may be wrong, not sure if's in a different format?
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chans[PSP_AUDIO_CHANNEL_OUTPUT2].sampleAddress = buffer;
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return __AudioEnqueue(chans[PSP_AUDIO_CHANNEL_VAUDIO], 0, true);
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}
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u32 sceVaudioSetEffectType(int effectType, int vol) {
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ERROR_LOG_REPORT(HLE, "UNIMPL sceVaudioSetEffectType(%i, %i)", effectType, vol);
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return 0;
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}
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u32 sceVaudioSetAlcMode(int alcMode) {
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ERROR_LOG_REPORT(HLE, "UNIMPL sceVaudioSetAlcMode(%i)", alcMode);
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return 0;
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}
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const HLEFunction sceVaudio[] = {
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{0x8986295e, WrapU_IU<sceVaudioOutputBlocking>, "sceVaudioOutputBlocking"},
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{0x03b6807d, WrapU_III<sceVaudioChReserve>, "sceVaudioChReserve"},
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{0x67585dfd, WrapU_V<sceVaudioChRelease>, "sceVaudioChRelease"},
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{0x346FBE94, WrapU_II<sceVaudioSetEffectType>, "sceVaudioSetEffectType"},
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{0xCBD4AC51, WrapU_I<sceVaudioSetAlcMode>, "sceVaudioSetAlcMode"},
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};
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void Register_sceVaudio() {
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RegisterModule("sceVaudio",ARRAY_SIZE(sceVaudio), sceVaudio );
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}
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