\r
// ~ 1 ms of data\r
// note: must be even due to the way reverb works now\r
-#define NSSIZE 46\r
+#define FRAG_MSECS 2\r
+#define NSSIZE ((44100 * FRAG_MSECS / 1000 + 1) & ~1)\r
\r
///////////////////////////////////////////////////////////\r
// struct defines\r
int spos;\r
int sinc;\r
\r
- unsigned char * pStart; // start ptr into sound mem\r
unsigned char * pCurr; // current pos in sound mem\r
unsigned char * pLoop; // loop ptr in sound mem\r
\r
unsigned int bStop:1; // is channel stopped (sample _can_ still be playing, ADSR Release phase)\r
unsigned int bReverb:1; // can we do reverb on this channel? must have ctrl register bit, to get active\r
- unsigned int bIgnoreLoop:1; // ignore loop bit, if an external loop address is used\r
unsigned int bRVBActive:1; // reverb active flag\r
unsigned int bNoise:1; // noise active flag\r
unsigned int bFMod:2; // freq mod (0=off, 1=sound channel, 2=freq channel)\r
+ unsigned int bJump:1; // last decoded block jumped\r
\r
- int iActFreq; // current psx pitch\r
- int iUsedFreq; // current pc pitch\r
int iLeftVolume; // left volume\r
int iRightVolume; // right volume\r
- int s_1; // last decoding infos\r
- int s_2;\r
ADSRInfoEx ADSRX;\r
int iRawPitch; // raw pitch (0...3fff)\r
\r
- int iRVBOffset; // reverb offset\r
- int iRVBRepeat; // reverb repeat\r
- int iRVBNum; // another reverb helper\r
- int iOldNoise; // old noise val for this channel \r
-\r
- int SB[32+32];\r
+ int SB[32+4];\r
} SPUCHAN;\r
\r
///////////////////////////////////////////////////////////\r
extern unsigned char * pSpuIrq;\r
extern unsigned char * pSpuBuffer;\r
\r
+#define regAreaGet(ch,offset) \\r
+ regArea[((ch<<4)|(offset))>>1]\r
+\r
// user settings\r
\r
extern int iVolume;\r
extern unsigned int dwNewChannel;\r
extern unsigned int dwChannelOn;\r
extern unsigned int dwPendingChanOff;\r
+extern unsigned int dwChannelDead;\r
\r
extern int SSumR[];\r
extern int SSumL[];\r