mirror of
https://github.com/libretro/scummvm.git
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7c7054dbd1
svn-id: r49870
513 lines
13 KiB
C++
513 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/* Heavily based on code from NAGI
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*
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* COPYRIGHT AND PERMISSION NOTICE
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*
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* Copyright (c) 2001, 2001, 2002 Nick Sonneveld
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*
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons
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* to whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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* OF THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
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* HOLDERS INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL
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* INDIRECT OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING
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* FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
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* NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
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* WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* Except as contained in this notice, the name of a copyright holder
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* shall not be used in advertising or otherwise to promote the sale, use
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* or other dealings in this Software without prior written authorization
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*
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*/
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#include "agi/agi.h"
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#include "agi/sound.h"
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#include "agi/sound_pcjr.h"
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namespace Agi {
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// "fade out" or possibly "dissolve"
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// v2.9xx
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const int8 dissolveDataV2[] = {
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-2, -3, -2, -1,
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0x00, 0x00,
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0x01, 0x01, 0x01, 0x01,
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0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
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0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
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0x04, 0x04, 0x04, 0x04,
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0x05, 0x05, 0x05, 0x05,
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0x06, 0x06, 0x06, 0x06, 0x06,
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0x07, 0x07, 0x07, 0x07,
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0x08, 0x08, 0x08, 0x08,
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0x09, 0x09, 0x09, 0x09,
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0x0A, 0x0A, 0x0A, 0x0A,
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0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B,
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0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C,
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0x0D,
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-100
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};
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// v3
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const int8 dissolveDataV3[] = {
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-2, -3, -2, -1,
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0x00, 0x00, 0x00, 0x00, 0x00,
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0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
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0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
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0x04, 0x04, 0x04, 0x04, 0x04,
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0x05, 0x05, 0x05, 0x05, 0x05,
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0x06, 0x06, 0x06, 0x06, 0x06,
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0x07, 0x07, 0x07, 0x07,
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0x08, 0x08, 0x08, 0x08,
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0x09, 0x09, 0x09, 0x09,
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0x0A, 0x0A, 0x0A, 0x0A,
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0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B,
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0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C,
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0x0D,
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-100
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};
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SoundGenPCJr::SoundGenPCJr(AgiEngine *vm, Audio::Mixer *pMixer) : SoundGen(vm, pMixer) {
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_chanAllocated = 10240; // preallocate something which will most likely fit
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_chanData = (int16 *)malloc(_chanAllocated << 1);
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// Pick dissolve method
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//
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// 0 = no dissolve.. just play for as long as it's meant to be played
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// this was used in older v2.4 and under games i THINK
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// 1 = not used
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// 2 = v2.9+ games used a shorter dissolve
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// 3 (default) = v3 games used this dissolve pattern.. slightly longer
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if (_vm->getVersion() >= 0x3000)
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_dissolveMethod = 3;
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else if (_vm->getVersion() >= 0x2900)
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_dissolveMethod = 2;
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else
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_dissolveMethod = 0;
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_dissolveMethod = 3;
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_mixer->playStream(Audio::Mixer::kMusicSoundType, &_soundHandle, this, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true);
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}
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SoundGenPCJr::~SoundGenPCJr() {
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free(_chanData);
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_mixer->stopHandle(_soundHandle);
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}
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void SoundGenPCJr::play(int resnum) {
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PCjrSound *pcjrSound = (PCjrSound *)_vm->_game.sounds[resnum];
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for (int i = 0; i < CHAN_MAX; i++) {
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_channel[i].data = pcjrSound->getVoicePointer(i % 4);
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_channel[i].duration = 0;
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_channel[i].avail = 0xffff;
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_channel[i].dissolveCount = 0xFFFF;
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_channel[i].attenuation = 0;
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_channel[i].attenuationCopy = 0;
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_tchannel[i].avail = 1;
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_tchannel[i].noteCount = 0;
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_tchannel[i].freqCount = 250;
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_tchannel[i].freqCountPrev = -1;
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_tchannel[i].atten = 0xF; // silence
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_tchannel[i].genType = kGenTone;
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_tchannel[i].genTypePrev = -1;
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}
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}
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void SoundGenPCJr::stop(void) {
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int i;
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for (i = 0; i < CHAN_MAX ; i++) {
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_channel[i].avail = 0;
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_tchannel[i].avail = 0;
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}
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}
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int SoundGenPCJr::volumeCalc(SndGenChan *chan) {
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int8 attenuation, dissolveValue;
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const int8 *dissolveData;
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switch (_dissolveMethod) {
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case 2:
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dissolveData = dissolveDataV2;
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break;
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case 3:
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default:
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dissolveData = dissolveDataV3;
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break;
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}
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assert(chan);
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attenuation = chan->attenuation;
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if (attenuation != 0x0F) { // != silence
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if (chan->dissolveCount != 0xFFFF) {
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dissolveValue = dissolveData[chan->dissolveCount];
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if (dissolveValue == -100) { // if at end of list
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chan->dissolveCount = 0xFFFF;
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chan->attenuation = chan->attenuationCopy;
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attenuation = chan->attenuation;
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} else {
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chan->dissolveCount++;
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attenuation += dissolveValue;
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if (attenuation < 0)
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attenuation = 0;
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if (attenuation > 0x0F)
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attenuation = 0x0F;
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chan->attenuationCopy = attenuation;
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attenuation &= 0x0F;
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attenuation += _vm->getvar(vVolume);
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if (attenuation > 0x0F)
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attenuation = 0x0F;
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}
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}
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//if (computer_type == 2) && (attenuation < 8)
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if (attenuation < 8)
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attenuation += 2;
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}
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return attenuation;
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}
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// read the next channel data.. fill it in *tone
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// if tone isn't touched.. it should be inited so it just plays silence
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// return 0 if it's passing more data
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// return -1 if it's passing nothing (end of data)
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int SoundGenPCJr::getNextNote(int ch, Tone *tone) {
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SndGenChan *chan;
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const byte *data;
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assert(tone);
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assert(ch < CHAN_MAX);
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if (!_vm->getflag(fSoundOn))
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return -1;
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chan = &_channel[ch];
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if (!chan->avail)
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return -1;
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while ((chan->duration == 0) && (chan->duration != 0xFFFF)) {
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data = chan->data;
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// read the duration of the note
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chan->duration = READ_LE_UINT16(data); // duration
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// if it's 0 then it's not going to be played
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// if it's 0xFFFF then the channel data has finished.
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if ((chan->duration != 0) && (chan->duration != 0xFFFF)) {
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// only tone channels dissolve
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if ((ch != 3) && (_dissolveMethod != 0)) // != noise??
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chan->dissolveCount = 0;
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// attenuation (volume)
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chan->attenuation = data[4] & 0xF;
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// frequency
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if (ch < (CHAN_MAX - 1)) {
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chan->freqCount = (uint16)data[2] & 0x3F;
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chan->freqCount <<= 4;
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chan->freqCount |= data[3] & 0x0F;
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chan->genType = kGenTone;
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} else {
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int noiseFreq;
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// check for white noise (1) or periodic (0)
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chan->genType = (data[3] & 0x04) ? kGenWhite : kGenPeriod;
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noiseFreq = data[3] & 0x03;
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switch (noiseFreq) {
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case 0:
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chan->freqCount = 32;
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break;
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case 1:
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chan->freqCount = 64;
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break;
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case 2:
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chan->freqCount = 128;
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break;
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case 3:
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chan->freqCount = _channel[2].freqCount * 2;
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break;
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}
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}
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}
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// data now points to the next data seg-a-ment
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chan->data += 5;
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}
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if (chan->duration != 0xFFFF) {
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tone->freqCount = chan->freqCount;
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tone->atten = volumeCalc(chan); // calc volume, sent vol is different from saved vol
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tone->type = chan->genType;
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chan->duration--;
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} else {
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// kill channel
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chan->avail = 0;
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chan->attenuation = 0x0F; // silent
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chan->attenuationCopy = 0x0F; // dunno really
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return -1;
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}
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return 0;
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}
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// Formulas for noise generator
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// bit0 = output
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// noise feedback for white noise mode
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#define FB_WNOISE 0x12000 // bit15.d(16bits) = bit0(out) ^ bit2
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//#define FB_WNOISE 0x14000 // bit15.d(16bits) = bit0(out) ^ bit1
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//#define FB_WNOISE 0x28000 // bit16.d(17bits) = bit0(out) ^ bit2 (same to AY-3-8910)
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//#define FB_WNOISE 0x50000 // bit17.d(18bits) = bit0(out) ^ bit2
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// noise feedback for periodic noise mode
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// it is correct maybe (it was in the Megadrive sound manual)
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//#define FB_PNOISE 0x10000 // 16bit rorate
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#define FB_PNOISE 0x08000
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// noise generator start preset (for periodic noise)
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#define NG_PRESET 0x0f35
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//#define WAVE_HEIGHT (0x7FFF)
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// Volume table.
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//
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// 2dB = 20*log(a/b)
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// 10^(2/20)*b = a;
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// value = 0x7fff;
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// value /= 1.258925411794;
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const int16 volTable[16] = {
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32767, 26027, 20674, 16422, 13044, 10361, 8230, 6537, 5193, 4125, 3276, 2602, 2067, 1642, 1304, 0
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};
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#define FREQ_DIV 111844
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#define MULT FREQ_DIV
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// fill buff
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int SoundGenPCJr::chanGen(int chan, int16 *stream, int len) {
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ToneChan *tpcm;
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Tone toneNew;
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int fillSize;
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int retVal;
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tpcm = &_tchannel[chan];
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retVal = -1;
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while (len > 0) {
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if (tpcm->noteCount <= 0) {
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// get new tone data
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toneNew.freqCount = 0;
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toneNew.atten = 0xF;
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toneNew.type = kGenTone;
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if ((tpcm->avail) && (getNextNote(chan, &toneNew) == 0)) {
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tpcm->atten = toneNew.atten;
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tpcm->freqCount = toneNew.freqCount;
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tpcm->genType = toneNew.type;
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// setup counters 'n stuff
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// SAMPLE_RATE samples per sec.. tone changes 60 times per sec
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tpcm->noteCount = SAMPLE_RATE / 60;
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retVal = 0;
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} else {
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// if it doesn't return an
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tpcm->genType = kGenSilence;
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tpcm->noteCount = len;
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tpcm->avail = 0;
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}
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}
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// write nothing
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if ((tpcm->freqCount == 0) || (tpcm->atten == 0xf)) {
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tpcm->genType = kGenSilence;
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}
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// find which is smaller.. the buffer or the
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fillSize = (tpcm->noteCount <= len) ? tpcm->noteCount : len;
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switch (tpcm->genType) {
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case kGenTone:
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fillSize = fillSquare(tpcm, stream, fillSize);
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break;
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case kGenPeriod:
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case kGenWhite:
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fillSize = fillNoise(tpcm, stream, fillSize);
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break;
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case kGenSilence:
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default:
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// fill with whitespace
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memset(stream, 0, fillSize * sizeof(int16));
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break;
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}
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tpcm->noteCount -= fillSize;
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stream += fillSize;
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len -= fillSize;
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}
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return retVal;
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}
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int SoundGenPCJr::fillSquare(ToneChan *t, int16 *buf, int len) {
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int count;
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if (t->genType != t->genTypePrev) {
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// make sure the freqCount is checked
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t->freqCountPrev = -1;
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t->sign = 1;
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t->genTypePrev = t->genType;
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}
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if (t->freqCount != t->freqCountPrev) {
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//t->scale = (int)( (double)t->samp->freq*t->freqCount/FREQ_DIV * MULT + 0.5);
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t->scale = (SAMPLE_RATE / 2) * t->freqCount;
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t->count = t->scale;
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t->freqCountPrev = t->freqCount;
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}
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count = len;
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while (count > 0) {
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*(buf++) = t->sign ? volTable[t->atten] : -volTable[t->atten];
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count--;
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// get next sample
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t->count -= MULT;
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while (t->count <= 0) {
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t->sign ^= 1;
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t->count += t->scale;
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}
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}
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return len;
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}
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int SoundGenPCJr::fillNoise(ToneChan *t, int16 *buf, int len) {
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int count;
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if (t->genType != t->genTypePrev) {
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// make sure the freqCount is checked
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t->freqCountPrev = -1;
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t->genTypePrev = t->genType;
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}
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if (t->freqCount != t->freqCountPrev) {
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//t->scale = (int)( (double)t->samp->freq*t->freqCount/FREQ_DIV * MULT + 0.5);
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t->scale = (SAMPLE_RATE / 2) * t->freqCount;
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t->count = t->scale;
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t->freqCountPrev = t->freqCount;
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t->feedback = (t->genType == kGenWhite) ? FB_WNOISE : FB_PNOISE;
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// reset noise shifter
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t->noiseState = NG_PRESET;
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t->sign = t->noiseState & 1;
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}
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count = len;
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while (count > 0) {
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*(buf++) = t->sign ? volTable[t->atten] : -volTable[t->atten];
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count--;
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// get next sample
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t->count -= MULT;
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while (t->count <= 0) {
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if (t->noiseState & 1)
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t->noiseState ^= t->feedback;
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t->noiseState >>= 1;
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t->sign = t->noiseState & 1;
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t->count += t->scale;
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}
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}
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return len;
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}
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int SoundGenPCJr::readBuffer(int16 *stream, const int len) {
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int streamCount;
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int16 *sPtr, *cPtr;
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if (_chanAllocated < len) {
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free(_chanData);
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_chanData = (int16 *)malloc(len << 1);
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_chanAllocated = len;
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}
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memset(stream, 0, len << 1);
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assert(stream);
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bool finished = true;
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for (int i = 0; i < CHAN_MAX; i++) {
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// get channel data(chan.userdata)
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if (chanGen(i, _chanData, len) == 0) {
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// divide by number of channels then add to stream
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streamCount = len;
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sPtr = stream;
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cPtr = _chanData;
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while (streamCount--)
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*(sPtr++) += *(cPtr++) / CHAN_MAX;
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finished = false;
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}
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}
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if (finished)
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_vm->_sound->soundIsFinished();
|
|
|
|
return len;
|
|
}
|
|
|
|
} // End of namespace Agi
|