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https://github.com/libretro/scummvm.git
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ba3077ed0e
1. properly handle costume colors in dark rooms (verified against disasm) 2. optimize NES audio generation a little bit - instead of calling a function ~80 times to get one audio sample, it calls it once and just loops ~80 times internally 3. NES audio now obeys the volume control 4. in MM NES, o2_setObjPreposition is a no-op 5. o2_lights uses new-style light values (i.e. bitfields) in MM NES 6. o2_delay, use ssPaused identifier rather than a literal '1' 7. in MM NES, o5_saveLoadGame only explicitly checks for type '1' (load), defaulting to save for any other value svn-id: r17443
113 lines
2.5 KiB
C++
113 lines
2.5 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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 for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef PLAYER_NES_H
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#define PLAYER_NES_H
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#include "common/scummsys.h"
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#include "scumm/music.h"
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#include "sound/audiostream.h"
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class SoundMixer;
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namespace Scumm {
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class ScummEngine;
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/**
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* Scumm NES sound/music driver.
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*/
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class Player_NES : public AudioStream, public MusicEngine {
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public:
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Player_NES(ScummEngine *scumm);
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virtual ~Player_NES();
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virtual void setMusicVolume(int vol);
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virtual void startSound(int sound);
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virtual void stopSound(int sound);
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virtual void stopAllSounds();
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virtual int getSoundStatus(int sound) const;
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// AudioStream API
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return false; }
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bool endOfData() const { return false; }
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int getRate() const { return _sample_rate; }
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private:
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void sound_play();
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void playSFX(int nr);
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void playMusic();
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byte fetchSoundByte(int nr);
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void chainCommand(int chan);
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void checkSilenceChannels(int chan);
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void APU_writeChannel(int chan, int offset, byte value);
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void APU_writeControl(byte value);
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byte APU_readStatus();
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void do_mix(int16 *buf, uint len);
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ScummEngine *_vm;
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SoundMixer *_mixer;
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int _sample_rate;
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int _samples_per_frame;
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int _current_sample;
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int _maxvol;
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static const int MAXVOLUME = 0x7F;
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static const int NUMSLOTS = 3;
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static const int NUMCHANS = 4;
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struct slot {
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int framesleft;
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int id;
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int type;
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byte *data;
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int offset;
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} _slot[NUMSLOTS];
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struct mchan {
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int command;
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int framedelay;
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int pitch;
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int volume;
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int voldelta;
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int envflags;
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int cmdlock;
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} _mchan[NUMCHANS];
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bool isSFXplaying, wasSFXplaying;
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byte *dataStart;
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int numNotes;
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byte *auxData1;
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byte *auxData2;
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byte *soundptr;
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};
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} // End of namespace Scumm
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#endif
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