\r
#include "externals.h"\r
#include "registers.h"\r
-#include "regs.h"\r
-#include "reverb.h"\r
\r
/*\r
// adsr time values (in ms) by James Higgs ... see the end of\r
#define SUSTAIN_MS 441L\r
#define RELEASE_MS 437L\r
\r
+static void SoundOn(int start,int end,unsigned short val);\r
+static void SoundOff(int start,int end,unsigned short val);\r
+static void FModOn(int start,int end,unsigned short val);\r
+static void NoiseOn(int start,int end,unsigned short val);\r
+static void SetVolumeL(unsigned char ch,short vol);\r
+static void SetVolumeR(unsigned char ch,short vol);\r
+static void SetPitch(int ch,unsigned short val);\r
+static void ReverbOn(int start,int end,unsigned short val);\r
+\r
////////////////////////////////////////////////////////////////////////\r
// WRITE REGISTERS: called by main emu\r
////////////////////////////////////////////////////////////////////////\r
break;\r
//------------------------------------------------// start\r
case 6: \r
- s_chan[ch].pStart=spuMemC+((unsigned long) val<<3);\r
+ // taken from regArea later\r
break;\r
//------------------------------------------------// level with pre-calcs\r
case 8:\r
{\r
- const unsigned long lval=val;unsigned long lx;\r
+ const unsigned long lval=val;\r
//---------------------------------------------//\r
s_chan[ch].ADSRX.AttackModeExp=(lval&0x8000)?1:0; \r
s_chan[ch].ADSRX.AttackRate=(lval>>8) & 0x007f;\r
s_chan[ch].ADSRX.DecayRate=(lval>>4) & 0x000f;\r
s_chan[ch].ADSRX.SustainLevel=lval & 0x000f;\r
//---------------------------------------------//\r
+#if 0\r
if(!iDebugMode) break;\r
//---------------------------------------------// stuff below is only for debug mode\r
\r
}\r
s_chan[ch].ADSR.DecayTime = // so calc how long does it take to run from 100% to the wanted sus level\r
(lx*(1024-s_chan[ch].ADSR.SustainLevel))/1024;\r
+#endif\r
}\r
break;\r
//------------------------------------------------// adsr times with pre-calcs\r
case 10:\r
{\r
- const unsigned long lval=val;unsigned long lx;\r
+ const unsigned long lval=val;\r
\r
//----------------------------------------------//\r
s_chan[ch].ADSRX.SustainModeExp = (lval&0x8000)?1:0;\r
s_chan[ch].ADSRX.ReleaseModeExp = (lval&0x0020)?1:0;\r
s_chan[ch].ADSRX.ReleaseRate = lval & 0x001f;\r
//----------------------------------------------//\r
+#if 0\r
if(!iDebugMode) break;\r
//----------------------------------------------// stuff below is only for debug mode\r
\r
if(lval & 0x4000) // add/dec flag\r
s_chan[ch].ADSR.SustainModeDec=-1;\r
else s_chan[ch].ADSR.SustainModeDec=1;\r
+#endif\r
}\r
break;\r
//------------------------------------------------// adsr volume... mmm have to investigate this\r
break;\r
//------------------------------------------------//\r
case 14: // loop?\r
- //WaitForSingleObject(s_chan[ch].hMutex,2000); // -> no multithread fuckups\r
- s_chan[ch].pLoop=spuMemC+((unsigned long) val<<3);\r
- s_chan[ch].bIgnoreLoop=1;\r
- //ReleaseMutex(s_chan[ch].hMutex); // -> oki, on with the thread\r
+ s_chan[ch].pLoop=spuMemC+((val&~1)<<3);\r
+ if(s_chan[ch].bJump)\r
+ // real machine would be most likely still doing the last block and use new value for the jump;\r
+ // but we decode ahead a bit and already did the jump part, so compensate for that now.\r
+ s_chan[ch].pCurr=s_chan[ch].pLoop;\r
break;\r
//------------------------------------------------//\r
}\r
break;\r
//-------------------------------------------------//\r
case H_SPUctrl:\r
+ if(!(spuCtrl & CTRL_IRQ))\r
+ spuStat&=~STAT_IRQ;\r
spuCtrl=val;\r
break;\r
//-------------------------------------------------//\r
rvb.CurrAddr=rvb.StartAddr;\r
}\r
}\r
+ rvb.dirty = 1;\r
break;\r
//-------------------------------------------------//\r
case H_SPUirqAddr:\r
spuIrq = val;\r
- pSpuIrq=spuMemC+((unsigned long) val<<3);\r
+ pSpuIrq=spuMemC+(((unsigned long) val<<3)&~0xf);\r
break;\r
//-------------------------------------------------//\r
case H_SPUrvolL:\r
ReverbOn(16,24,val);\r
break;\r
//-------------------------------------------------//\r
- case H_Reverb+0:\r
-\r
- rvb.FB_SRC_A=val;\r
-\r
- // OK, here's the fake REVERB stuff...\r
- // depending on effect we do more or less delay and repeats... bah\r
- // still... better than nothing :)\r
-\r
- SetREVERB(val);\r
- break;\r
-\r
-\r
- case H_Reverb+2 : rvb.FB_SRC_B=(short)val; break;\r
+ case H_Reverb+0 : rvb.FB_SRC_A=val*4; break;\r
+ case H_Reverb+2 : rvb.FB_SRC_B=val*4; break;\r
case H_Reverb+4 : rvb.IIR_ALPHA=(short)val; break;\r
case H_Reverb+6 : rvb.ACC_COEF_A=(short)val; break;\r
case H_Reverb+8 : rvb.ACC_COEF_B=(short)val; break;\r
case H_Reverb+14 : rvb.IIR_COEF=(short)val; break;\r
case H_Reverb+16 : rvb.FB_ALPHA=(short)val; break;\r
case H_Reverb+18 : rvb.FB_X=(short)val; break;\r
- case H_Reverb+20 : rvb.IIR_DEST_A0=(short)val; break;\r
- case H_Reverb+22 : rvb.IIR_DEST_A1=(short)val; break;\r
- case H_Reverb+24 : rvb.ACC_SRC_A0=(short)val; break;\r
- case H_Reverb+26 : rvb.ACC_SRC_A1=(short)val; break;\r
- case H_Reverb+28 : rvb.ACC_SRC_B0=(short)val; break;\r
- case H_Reverb+30 : rvb.ACC_SRC_B1=(short)val; break;\r
- case H_Reverb+32 : rvb.IIR_SRC_A0=(short)val; break;\r
- case H_Reverb+34 : rvb.IIR_SRC_A1=(short)val; break;\r
- case H_Reverb+36 : rvb.IIR_DEST_B0=(short)val; break;\r
- case H_Reverb+38 : rvb.IIR_DEST_B1=(short)val; break;\r
- case H_Reverb+40 : rvb.ACC_SRC_C0=(short)val; break;\r
- case H_Reverb+42 : rvb.ACC_SRC_C1=(short)val; break;\r
- case H_Reverb+44 : rvb.ACC_SRC_D0=(short)val; break;\r
- case H_Reverb+46 : rvb.ACC_SRC_D1=(short)val; break;\r
- case H_Reverb+48 : rvb.IIR_SRC_B1=(short)val; break;\r
- case H_Reverb+50 : rvb.IIR_SRC_B0=(short)val; break;\r
- case H_Reverb+52 : rvb.MIX_DEST_A0=(short)val; break;\r
- case H_Reverb+54 : rvb.MIX_DEST_A1=(short)val; break;\r
- case H_Reverb+56 : rvb.MIX_DEST_B0=(short)val; break;\r
- case H_Reverb+58 : rvb.MIX_DEST_B1=(short)val; break;\r
+ case H_Reverb+20 : rvb.IIR_DEST_A0=val*4; break;\r
+ case H_Reverb+22 : rvb.IIR_DEST_A1=val*4; break;\r
+ case H_Reverb+24 : rvb.ACC_SRC_A0=val*4; break;\r
+ case H_Reverb+26 : rvb.ACC_SRC_A1=val*4; break;\r
+ case H_Reverb+28 : rvb.ACC_SRC_B0=val*4; break;\r
+ case H_Reverb+30 : rvb.ACC_SRC_B1=val*4; break;\r
+ case H_Reverb+32 : rvb.IIR_SRC_A0=val*4; break;\r
+ case H_Reverb+34 : rvb.IIR_SRC_A1=val*4; break;\r
+ case H_Reverb+36 : rvb.IIR_DEST_B0=val*4; break;\r
+ case H_Reverb+38 : rvb.IIR_DEST_B1=val*4; break;\r
+ case H_Reverb+40 : rvb.ACC_SRC_C0=val*4; break;\r
+ case H_Reverb+42 : rvb.ACC_SRC_C1=val*4; break;\r
+ case H_Reverb+44 : rvb.ACC_SRC_D0=val*4; break;\r
+ case H_Reverb+46 : rvb.ACC_SRC_D1=val*4; break;\r
+ case H_Reverb+48 : rvb.IIR_SRC_B1=val*4; break;\r
+ case H_Reverb+50 : rvb.IIR_SRC_B0=val*4; break;\r
+ case H_Reverb+52 : rvb.MIX_DEST_A0=val*4; break;\r
+ case H_Reverb+54 : rvb.MIX_DEST_A1=val*4; break;\r
+ case H_Reverb+56 : rvb.MIX_DEST_B0=val*4; break;\r
+ case H_Reverb+58 : rvb.MIX_DEST_B1=val*4; break;\r
case H_Reverb+60 : rvb.IN_COEF_L=(short)val; break;\r
case H_Reverb+62 : rvb.IN_COEF_R=(short)val; break;\r
}\r
\r
+ if ((r & ~0x3f) == H_Reverb)\r
+ rvb.dirty = 1; // recalculate on next update\r
+\r
iSpuAsyncWait=0;\r
}\r
\r
case 12: // get adsr vol\r
{\r
const int ch=(r>>4)-0xc0;\r
- if(s_chan[ch].bNew) return 1; // we are started, but not processed? return 1\r
- if(s_chan[ch].ADSRX.lVolume && // same here... we haven't decoded one sample yet, so no envelope yet. return 1 as well\r
- !s_chan[ch].ADSRX.EnvelopeVol) \r
+ if(dwNewChannel&(1<<ch)) return 1; // we are started, but not processed? return 1\r
+ if((dwChannelOn&(1<<ch)) && // same here... we haven't decoded one sample yet, so no envelope yet. return 1 as well\r
+ !s_chan[ch].ADSRX.EnvelopeVol)\r
return 1;\r
return (unsigned short)(s_chan[ch].ADSRX.EnvelopeVol>>16);\r
}\r
case 14: // get loop address\r
{\r
const int ch=(r>>4)-0xc0;\r
- if(s_chan[ch].pLoop==NULL) return 0;\r
return (unsigned short)((s_chan[ch].pLoop-spuMemC)>>3);\r
}\r
}\r
// SOUND ON register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void SoundOn(int start,int end,unsigned short val) // SOUND ON PSX COMAND\r
+static void SoundOn(int start,int end,unsigned short val)\r
{\r
int ch;\r
\r
for(ch=start;ch<end;ch++,val>>=1) // loop channels\r
{\r
- if((val&1) && s_chan[ch].pStart) // mmm... start has to be set before key on !?!\r
+ if((val&1) && regAreaGet(ch,6)) // mmm... start has to be set before key on !?!\r
{\r
- s_chan[ch].bIgnoreLoop=0;\r
- s_chan[ch].bNew=1;\r
+ // do this here, not in StartSound\r
+ // - fixes fussy timing issues\r
+ s_chan[ch].bStop=0;\r
+ s_chan[ch].pCurr=spuMemC+((regAreaGet(ch,6)&~1)<<3); // must be block aligned\r
+ s_chan[ch].pLoop=spuMemC+((regAreaGet(ch,14)&~1)<<3);\r
+ s_chan[ch].bJump=0;\r
+\r
dwNewChannel|=(1<<ch); // bitfield for faster testing\r
+ dwChannelOn|=1<<ch;\r
+ dwChannelDead&=~(1<<ch);\r
}\r
}\r
}\r
// SOUND OFF register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void SoundOff(int start,int end,unsigned short val) // SOUND OFF PSX COMMAND\r
+static void SoundOff(int start,int end,unsigned short val)\r
{\r
int ch;\r
for(ch=start;ch<end;ch++,val>>=1) // loop channels\r
if(val&1) // && s_chan[i].bOn) mmm...\r
{\r
s_chan[ch].bStop=1;\r
+\r
+ // Jungle Book - Rhythm 'n Groove\r
+ // - turns off buzzing sound (loop hangs)\r
+ dwNewChannel &= ~(1<<ch);\r
} \r
}\r
}\r
// FMOD register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void FModOn(int start,int end,unsigned short val) // FMOD ON PSX COMMAND\r
+static void FModOn(int start,int end,unsigned short val)\r
{\r
int ch;\r
\r
else\r
{\r
s_chan[ch].bFMod=0; // --> turn off fmod\r
+ if(ch>0&&s_chan[ch-1].bFMod==2)\r
+ s_chan[ch-1].bFMod=0;\r
}\r
}\r
}\r
// NOISE register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void NoiseOn(int start,int end,unsigned short val) // NOISE ON PSX COMMAND\r
+static void NoiseOn(int start,int end,unsigned short val)\r
{\r
int ch;\r
\r
for(ch=start;ch<end;ch++,val>>=1) // loop channels\r
{\r
- if(val&1) // -> noise on/off\r
- {\r
- s_chan[ch].bNoise=1;\r
- }\r
- else \r
- {\r
- s_chan[ch].bNoise=0;\r
- }\r
+ s_chan[ch].bNoise=val&1; // -> noise on/off\r
}\r
}\r
\r
// please note: sweep and phase invert are wrong... but I've never seen\r
// them used\r
\r
-void SetVolumeL(unsigned char ch,short vol) // LEFT VOLUME\r
+static void SetVolumeL(unsigned char ch,short vol) // LEFT VOLUME\r
{\r
- s_chan[ch].iLeftVolRaw=vol;\r
-\r
if(vol&0x8000) // sweep?\r
{\r
short sInc=1; // -> sweep up?\r
// RIGHT VOLUME register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void SetVolumeR(unsigned char ch,short vol) // RIGHT VOLUME\r
+static void SetVolumeR(unsigned char ch,short vol) // RIGHT VOLUME\r
{\r
- s_chan[ch].iRightVolRaw=vol;\r
-\r
if(vol&0x8000) // comments... see above :)\r
{\r
short sInc=1;\r
// PITCH register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void SetPitch(int ch,unsigned short val) // SET PITCH\r
+static void SetPitch(int ch,unsigned short val) // SET PITCH\r
{\r
int NP;\r
if(val>0x3fff) NP=0x3fff; // get pitch val\r
else NP=val;\r
\r
s_chan[ch].iRawPitch=NP;\r
-\r
- NP=(44100L*NP)/4096L; // calc frequency\r
- if(NP<1) NP=1; // some security\r
- s_chan[ch].iActFreq=NP; // store frequency\r
+ s_chan[ch].sinc=(NP<<4)|8;\r
+ if(iUseInterpolation==1) s_chan[ch].SB[32]=1; // -> freq change in simple interpolation mode: set flag\r
}\r
\r
////////////////////////////////////////////////////////////////////////\r
// REVERB register write\r
////////////////////////////////////////////////////////////////////////\r
\r
-void ReverbOn(int start,int end,unsigned short val) // REVERB ON PSX COMMAND\r
+static void ReverbOn(int start,int end,unsigned short val)\r
{\r
int ch;\r
\r
for(ch=start;ch<end;ch++,val>>=1) // loop channels\r
{\r
- if(val&1) // -> reverb on/off\r
- {\r
- s_chan[ch].bReverb=1;\r
- }\r
- else \r
- {\r
- s_chan[ch].bReverb=0;\r
- }\r
+ s_chan[ch].bReverb=val&1; // -> reverb on/off\r
}\r
}\r