mirror of
https://github.com/libretro/snes9x.git
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285 lines
8.8 KiB
C++
285 lines
8.8 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2010 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2010 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2010 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2010 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#include "IS9xSoundOutput.h"
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#include "../snes9x.h"
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#include "../apu/apu.h"
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#include "wsnes9x.h"
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#include "CDirectSound.h"
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#include "CXAudio2.h"
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#include "win32_sound.h"
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// FMOD and FMOD Ex cannot be used at the same time
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#ifdef FMOD_SUPPORT
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#include "CFMOD.h"
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#pragma comment(linker,"/DEFAULTLIB:fmodvc.lib")
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#elif defined FMODEX_SUPPORT
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#include "CFMODEx.h"
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#if defined(_WIN64)
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#pragma comment(linker,"/DEFAULTLIB:fmodex64_vc.lib")
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#else
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#pragma comment(linker,"/DEFAULTLIB:fmodex_vc.lib")
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#endif // _WIN64
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#endif // FMODEX_SUPPORT
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#define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x)))
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// available sound output methods
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CDirectSound S9xDirectSound;
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CXAudio2 S9xXAudio2;
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// FMOD and FMOD Ex cannot be used at the same time
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#ifdef FMOD_SUPPORT
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CFMOD S9xFMOD;
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#elif defined FMODEX_SUPPORT
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CFMODEx S9xFMODEx;
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#endif
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// Interface used to access the sound output
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IS9xSoundOutput *S9xSoundOutput = &S9xXAudio2;
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/* ReInitSound
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reinitializes the sound core with current settings
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IN:
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mode - 0 disables sound output, 1 enables
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-----
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returns true if successful, false otherwise
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*/
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bool ReInitSound()
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{
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Settings.SoundInputRate = CLAMP(Settings.SoundInputRate,8000, 48000);
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Settings.SoundPlaybackRate = CLAMP(Settings.SoundPlaybackRate,8000, 48000);
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S9xSetSoundMute(GUI.Mute);
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if(S9xSoundOutput)
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S9xSoundOutput->DeInitSoundOutput();
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return S9xInitSound(GUI.SoundBufferSize,0);
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}
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void CloseSoundDevice() {
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S9xSoundOutput->DeInitSoundOutput();
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S9xSetSamplesAvailableCallback(NULL,NULL);
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}
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/* S9xOpenSoundDevice
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called by S9xInitSound - initializes the currently selected sound output and
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applies the current sound settings
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-----
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returns true if successful, false otherwise
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*/
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bool8 S9xOpenSoundDevice ()
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{
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S9xSetSamplesAvailableCallback (NULL, NULL);
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// point the interface to the correct output object
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switch(GUI.SoundDriver) {
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case WIN_SNES9X_DIRECT_SOUND_DRIVER:
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S9xSoundOutput = &S9xDirectSound;
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break;
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#ifdef FMOD_SUPPORT
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case WIN_FMOD_DIRECT_SOUND_DRIVER:
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case WIN_FMOD_WAVE_SOUND_DRIVER:
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case WIN_FMOD_A3D_SOUND_DRIVER:
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S9xSoundOutput = &S9xFMOD;
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break;
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#elif defined FMODEX_SUPPORT
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case WIN_FMODEX_DEFAULT_DRIVER:
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case WIN_FMODEX_ASIO_DRIVER:
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case WIN_FMODEX_OPENAL_DRIVER:
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S9xSoundOutput = &S9xFMODEx;
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break;
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#endif
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case WIN_XAUDIO2_SOUND_DRIVER:
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S9xSoundOutput = &S9xXAudio2;
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break;
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default: // we default to DirectSound
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GUI.SoundDriver = WIN_SNES9X_DIRECT_SOUND_DRIVER;
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S9xSoundOutput = &S9xDirectSound;
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}
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if(!S9xSoundOutput->InitSoundOutput())
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return false;
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if(!S9xSoundOutput->SetupSound())
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return false;
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S9xSetSamplesAvailableCallback (S9xSoundCallback, NULL);
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return true;
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}
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/* S9xSoundCallback
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called by the sound core to process generated samples
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*/
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void S9xSoundCallback(void *data)
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{
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S9xSoundOutput->ProcessSound();
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}
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