Cog/Frameworks/AudioOverload/aosdk/eng_psf/peops/spu.c
2009-02-28 22:04:03 -08:00

641 lines
19 KiB
C

/***************************************************************************
spu.c - description
-------------------
begin : Wed May 15 2002
copyright : (C) 2002 by Pete Bernert
email : BlackDove@addcom.de
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. See also the license.txt file for *
* additional informations. *
* *
***************************************************************************/
//*************************************************************************//
// History of changes:
//
// 2003/03/01 - linuzappz
// - libraryName changes using ALSA
//
// 2003/02/28 - Pete
// - added option for type of interpolation
// - adjusted spu irqs again (Thousant Arms, Valkyrie Profile)
// - added MONO support for MSWindows DirectSound
//
// 2003/02/20 - kode54
// - amended interpolation code, goto GOON could skip initialization of gpos and cause segfault
//
// 2003/02/19 - kode54
// - moved SPU IRQ handler and changed sample flag processing
//
// 2003/02/18 - kode54
// - moved ADSR calculation outside of the sample decode loop, somehow I doubt that
// ADSR timing is relative to the frequency at which a sample is played... I guess
// this remains to be seen, and I don't know whether ADSR is applied to noise channels...
//
// 2003/02/09 - kode54
// - one-shot samples now process the end block before stopping
// - in light of removing fmod hack, now processing ADSR on frequency channel as well
//
// 2003/02/08 - kode54
// - replaced easy interpolation with gaussian
// - removed fmod averaging hack
// - changed .sinc to be updated from .iRawPitch, no idea why it wasn't done this way already (<- Pete: because I sometimes fail to see the obvious, haharhar :)
//
// 2003/02/08 - linuzappz
// - small bugfix for one usleep that was 1 instead of 1000
// - added iDisStereo for no stereo (Linux)
//
// 2003/01/22 - Pete
// - added easy interpolation & small noise adjustments
//
// 2003/01/19 - Pete
// - added Neill's reverb
//
// 2003/01/12 - Pete
// - added recording window handlers
//
// 2003/01/06 - Pete
// - added Neill's ADSR timings
//
// 2002/12/28 - Pete
// - adjusted spu irq handling, fmod handling and loop handling
//
// 2002/08/14 - Pete
// - added extra reverb
//
// 2002/06/08 - linuzappz
// - SPUupdate changed for SPUasync
//
// 2002/05/15 - Pete
// - generic cleanup for the Peops release
//
//*************************************************************************//
#define _IN_SPU
#include "../peops/stdafx.h"
#include "../peops/externals.h"
#include "../peops/regs.h"
#include "../peops/registers.h"
#include "../peops/spu.h"
void SPUirq(void) ;
//#include "PsxMem.h"
//#include "driver.h"
////////////////////////////////////////////////////////////////////////
// globals
////////////////////////////////////////////////////////////////////////
// psx buffer / addresses
static u16 regArea[0x200];
static u16 spuMem[256*1024];
static u8 * spuMemC;
static u8 * pSpuIrq=0;
static u8 * pSpuBuffer;
// user settings
static int iVolume;
// MAIN infos struct for each channel
static SPUCHAN s_chan[MAXCHAN+1]; // channel + 1 infos (1 is security for fmod handling)
static REVERBInfo rvb;
static u32 dwNoiseVal=1; // global noise generator
static u16 spuCtrl=0; // some vars to store psx reg infos
static u16 spuStat=0;
static u16 spuIrq=0;
static u32 spuAddr=0xffffffff; // address into spu mem
static int bSPUIsOpen=0;
static const int f[5][2] = {
{ 0, 0 },
{ 60, 0 },
{ 115, -52 },
{ 98, -55 },
{ 122, -60 } };
s16 * pS;
static s32 ttemp;
////////////////////////////////////////////////////////////////////////
// CODE AREA
////////////////////////////////////////////////////////////////////////
// dirty inline func includes
#include "../peops/reverb.c"
#include "../peops/adsr.c"
// Try this to increase speed.
#include "../peops/registers.c"
#include "../peops/dma.c"
////////////////////////////////////////////////////////////////////////
// helpers for so-called "gauss interpolation"
#define gval0 (((int *)(&s_chan[ch].SB[29]))[gpos])
#define gval(x) (((int *)(&s_chan[ch].SB[29]))[(gpos+x)&3])
#include "gauss_i.h"
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
// START SOUND... called by main thread to setup a new sound on a channel
////////////////////////////////////////////////////////////////////////
static INLINE void StartSound(int ch)
{
StartADSR(ch);
s_chan[ch].pCurr=s_chan[ch].pStart; // set sample start
s_chan[ch].s_1=0; // init mixing vars
s_chan[ch].s_2=0;
s_chan[ch].iSBPos=28;
s_chan[ch].bNew=0; // init channel flags
s_chan[ch].bStop=0;
s_chan[ch].bOn=1;
s_chan[ch].SB[29]=0; // init our interpolation helpers
s_chan[ch].SB[30]=0;
s_chan[ch].spos=0x40000L;s_chan[ch].SB[28]=0; // -> start with more decoding
}
////////////////////////////////////////////////////////////////////////
// MAIN SPU FUNCTION
// here is the main job handler... thread, timer or direct func call
// basically the whole sound processing is done in this fat func!
////////////////////////////////////////////////////////////////////////
static u32 sampcount;
static u32 decaybegin;
static u32 decayend;
// Counting to 65536 results in full volume offage.
void setlength(s32 stop, s32 fade)
{
if(stop==~0)
{
decaybegin=~0;
}
else
{
stop=(stop*441)/10;
fade=(fade*441)/10;
decaybegin=stop;
decayend=stop+fade;
}
}
#define CLIP(_x) {if(_x>32767) _x=32767; if(_x<-32767) _x=-32767;}
int SPUasync(u32 cycles)
{
int volmul=iVolume;
static s32 dosampies;
s32 temp;
ttemp+=cycles;
dosampies=ttemp/384;
if(!dosampies) return(1);
ttemp-=dosampies*384;
temp=dosampies;
while(temp)
{
s32 revLeft=0, revRight=0;
s32 sl=0, sr=0;
int ch,fa;
temp--;
//--------------------------------------------------//
//- main channel loop -//
//--------------------------------------------------//
{
for(ch=0;ch<MAXCHAN;ch++) // loop em all.
{
if(s_chan[ch].bNew) StartSound(ch); // start new sound
if(!s_chan[ch].bOn) continue; // channel not playing? next
if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq) // new psx frequency?
{
s_chan[ch].iUsedFreq=s_chan[ch].iActFreq; // -> take it and calc steps
s_chan[ch].sinc=s_chan[ch].iRawPitch<<4;
if(!s_chan[ch].sinc) s_chan[ch].sinc=1;
}
while(s_chan[ch].spos>=0x10000L)
{
if(s_chan[ch].iSBPos==28) // 28 reached?
{
int predict_nr,shift_factor,flags,d,s;
u8* start;unsigned int nSample;
int s_1,s_2;
start=s_chan[ch].pCurr; // set up the current pos
if (start == (u8*)-1) // special "stop" sign
{
s_chan[ch].bOn=0; // -> turn everything off
s_chan[ch].ADSRX.lVolume=0;
s_chan[ch].ADSRX.EnvelopeVol=0;
goto ENDX; // -> and done for this channel
}
s_chan[ch].iSBPos=0; // Reset buffer play index.
//////////////////////////////////////////// spu irq handler here? mmm... do it later
s_1=s_chan[ch].s_1;
s_2=s_chan[ch].s_2;
predict_nr=(int)*start;start++;
shift_factor=predict_nr&0xf;
predict_nr >>= 4;
flags=(int)*start;start++;
// -------------------------------------- //
// Decode new samples into s_chan[ch].SB[0 through 27]
for (nSample=0;nSample<28;start++)
{
d=(int)*start;
s=((d&0xf)<<12);
if(s&0x8000) s|=0xffff0000;
fa=(s >> shift_factor);
fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6);
s_2=s_1;s_1=fa;
s=((d & 0xf0) << 8);
s_chan[ch].SB[nSample++]=fa;
if(s&0x8000) s|=0xffff0000;
fa=(s>>shift_factor);
fa=fa + ((s_1 * f[predict_nr][0])>>6) + ((s_2 * f[predict_nr][1])>>6);
s_2=s_1;s_1=fa;
s_chan[ch].SB[nSample++]=fa;
}
//////////////////////////////////////////// irq check
if(spuCtrl&0x40) // irq active?
{
if((pSpuIrq > start-16 && // irq address reached?
pSpuIrq <= start) ||
((flags&1) && // special: irq on looping addr, when stop/loop flag is set
(pSpuIrq > s_chan[ch].pLoop-16 &&
pSpuIrq <= s_chan[ch].pLoop)))
{
//extern s32 spuirqvoodoo;
s_chan[ch].iIrqDone=1; // -> debug flag
SPUirq();
//puts("IRQ");
//if(spuirqvoodoo!=-1)
//{
// spuirqvoodoo=temp*384;
// temp=0;
//}
}
}
//////////////////////////////////////////// flag handler
if((flags&4) && (!s_chan[ch].bIgnoreLoop))
s_chan[ch].pLoop=start-16; // loop adress
if(flags&1) // 1: stop/loop
{
// We play this block out first...
//if(!(flags&2)) // 1+2: do loop... otherwise: stop
if(flags!=3 || s_chan[ch].pLoop==NULL) // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example)
{ // and checking if pLoop is set avoids crashes, yeah
start = (u8*)-1;
}
else
{
start = s_chan[ch].pLoop;
}
}
s_chan[ch].pCurr=start; // store values for next cycle
s_chan[ch].s_1=s_1;
s_chan[ch].s_2=s_2;
////////////////////////////////////////////
}
fa=s_chan[ch].SB[s_chan[ch].iSBPos++]; // get sample data
if((spuCtrl&0x4000)==0) fa=0; // muted?
else CLIP(fa);
{
int gpos;
gpos = s_chan[ch].SB[28];
gval0 = fa;
gpos = (gpos+1) & 3;
s_chan[ch].SB[28] = gpos;
}
s_chan[ch].spos -= 0x10000L;
}
////////////////////////////////////////////////
// noise handler... just produces some noise data
// surely wrong... and no noise frequency (spuCtrl&0x3f00) will be used...
// and sometimes the noise will be used as fmod modulation... pfff
if(s_chan[ch].bNoise)
{
//puts("Noise");
if((dwNoiseVal<<=1)&0x80000000L)
{
dwNoiseVal^=0x0040001L;
fa=((dwNoiseVal>>2)&0x7fff);
fa=-fa;
}
else fa=(dwNoiseVal>>2)&0x7fff;
// mmm... depending on the noise freq we allow bigger/smaller changes to the previous val
fa=s_chan[ch].iOldNoise+((fa-s_chan[ch].iOldNoise)/((0x001f-((spuCtrl&0x3f00)>>9))+1));
if(fa>32767L) fa=32767L;
if(fa<-32767L) fa=-32767L;
s_chan[ch].iOldNoise=fa;
} //----------------------------------------
else // NO NOISE (NORMAL SAMPLE DATA) HERE
{
int vl, vr, gpos;
vl = (s_chan[ch].spos >> 6) & ~3;
gpos = s_chan[ch].SB[28];
vr=(gauss[vl]*gval0)>>9;
vr+=(gauss[vl+1]*gval(1))>>9;
vr+=(gauss[vl+2]*gval(2))>>9;
vr+=(gauss[vl+3]*gval(3))>>9;
fa = vr>>2;
}
s_chan[ch].sval = (MixADSR(ch) * fa)>>10; // / 1023; // add adsr
if(s_chan[ch].bFMod==2) // fmod freq channel
{
int NP=s_chan[ch+1].iRawPitch;
NP=((32768L+s_chan[ch].sval)*NP)>>15; ///32768L;
if(NP>0x3fff) NP=0x3fff;
if(NP<0x1) NP=0x1;
// mmmm... if I do this, all is screwed
// s_chan[ch+1].iRawPitch=NP;
NP=(44100L*NP)/(4096L); // calc frequency
s_chan[ch+1].iActFreq=NP;
s_chan[ch+1].iUsedFreq=NP;
s_chan[ch+1].sinc=(((NP/10)<<16)/4410);
if(!s_chan[ch+1].sinc) s_chan[ch+1].sinc=1;
// mmmm... set up freq decoding positions?
// s_chan[ch+1].iSBPos=28;
// s_chan[ch+1].spos=0x10000L;
}
else
{
//////////////////////////////////////////////
// ok, left/right sound volume (psx volume goes from 0 ... 0x3fff)
int tmpl,tmpr;
if (1) //ao_channel_enable[ch+PSF_1]) {
{
tmpl=(s_chan[ch].sval*s_chan[ch].iLeftVolume)>>14;
tmpr=(s_chan[ch].sval*s_chan[ch].iRightVolume)>>14;
} else {
tmpl = 0;
tmpr = 0;
}
sl+=tmpl;
sr+=tmpr;
if(((rvb.Enabled>>ch)&1) && (spuCtrl&0x80))
{
revLeft+=tmpl;
revRight+=tmpr;
}
}
s_chan[ch].spos += s_chan[ch].sinc;
ENDX: ;
}
}
///////////////////////////////////////////////////////
// mix all channels (including reverb) into one buffer
MixREVERBLeftRight(&sl,&sr,revLeft,revRight);
// printf("sampcount %d decaybegin %d decayend %d\n", sampcount, decaybegin, decayend);
if(sampcount>=decaybegin)
{
s32 dmul;
if(decaybegin!=~0) // Is anyone REALLY going to be playing a song
// for 13 hours?
{
if(sampcount>=decayend)
{
// ao_song_done = 1;
return(0);
}
dmul=256-(256*(sampcount-decaybegin)/(decayend-decaybegin));
sl=(sl*dmul)>>8;
sr=(sr*dmul)>>8;
}
}
sampcount++;
sl=(sl*volmul)>>8;
sr=(sr*volmul)>>8;
//{
// static double asl=0;
// static double asr=0;
// asl+=(sl-asl)/5;
// asr+=(sl-asr)/5;
//sl-=asl;
//sr-=asr;
// if(sl>32767 || sl < -32767) printf("Left: %d, %f\n",sl,asl);
// if(sr>32767 || sr < -32767) printf("Right: %d, %f\n",sl,asl);
//}
if(sl>32767) sl=32767; if(sl<-32767) sl=-32767;
if(sr>32767) sr=32767; if(sr<-32767) sr=-32767;
*pS++=sl;
*pS++=sr;
}
return(1);
}
void SPU_flushboot(void)
{
if((u8*)pS>((u8*)pSpuBuffer+1024))
{
spu_update((u8*)pSpuBuffer,(u8*)pS-(u8*)pSpuBuffer);
pS=(s16 *)pSpuBuffer;
}
}
#ifdef TIMEO
static u64 begintime;
static u64 gettime64(void)
{
struct timeval tv;
u64 ret;
gettimeofday(&tv,0);
ret=tv.tv_sec;
ret*=1000000;
ret+=tv.tv_usec;
return(ret);
}
#endif
////////////////////////////////////////////////////////////////////////
// INIT/EXIT STUFF
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
// SPUINIT: this func will be called first by the main emu
////////////////////////////////////////////////////////////////////////
int SPUinit(void)
{
spuMemC=(u8*)spuMem; // just small setup
memset((void *)s_chan,0,MAXCHAN*sizeof(SPUCHAN));
memset((void *)&rvb,0,sizeof(REVERBInfo));
memset(regArea,0,sizeof(regArea));
memset(spuMem,0,sizeof(spuMem));
InitADSR();
sampcount=ttemp=0;
#ifdef TIMEO
begintime=gettime64();
#endif
return 0;
}
////////////////////////////////////////////////////////////////////////
// SETUPSTREAMS: init most of the spu buffers
////////////////////////////////////////////////////////////////////////
void SetupStreams(void)
{
int i;
pSpuBuffer=(u8*)malloc(32768); // alloc mixing buffer
pS=(s16 *)pSpuBuffer;
for(i=0;i<MAXCHAN;i++) // loop sound channels
{
s_chan[i].ADSRX.SustainLevel = 1024; // -> init sustain
s_chan[i].iIrqDone=0;
s_chan[i].pLoop=spuMemC;
s_chan[i].pStart=spuMemC;
s_chan[i].pCurr=spuMemC;
}
}
////////////////////////////////////////////////////////////////////////
// REMOVESTREAMS: free most buffer
////////////////////////////////////////////////////////////////////////
void RemoveStreams(void)
{
free(pSpuBuffer); // free mixing buffer
pSpuBuffer=NULL;
#ifdef TIMEO
{
u64 tmp;
tmp=gettime64();
tmp-=begintime;
if(tmp)
tmp=(u64)sampcount*1000000/tmp;
printf("%lld samples per second\n",tmp);
}
#endif
}
////////////////////////////////////////////////////////////////////////
// SPUOPEN: called by main emu after init
////////////////////////////////////////////////////////////////////////
int SPUopen(void)
{
if(bSPUIsOpen) return 0; // security for some stupid main emus
spuIrq=0;
spuStat=spuCtrl=0;
spuAddr=0xffffffff;
dwNoiseVal=1;
spuMemC=(u8*)spuMem;
memset((void *)s_chan,0,(MAXCHAN+1)*sizeof(SPUCHAN));
pSpuIrq=0;
iVolume=255; //85;
SetupStreams(); // prepare streaming
bSPUIsOpen=1;
return 1;
}
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
// SPUCLOSE: called before shutdown
////////////////////////////////////////////////////////////////////////
int SPUclose(void)
{
if(!bSPUIsOpen) return 0; // some security
bSPUIsOpen=0; // no more open
RemoveStreams(); // no more streaming
return 0;
}
////////////////////////////////////////////////////////////////////////
// SPUSHUTDOWN: called by main emu on final exit
////////////////////////////////////////////////////////////////////////
int SPUshutdown(void)
{
return 0;
}
void SPUinjectRAMImage(u16 *pIncoming)
{
int i;
for (i = 0; i < (256*1024); i++)
{
spuMem[i] = pIncoming[i];
}
}