]> Shamusworld >> Repos - thunder/blobdiff - src/sound.cpp
Added MCU to execution loop and it works.
[thunder] / src / sound.cpp
diff --git a/src/sound.cpp b/src/sound.cpp
new file mode 100644 (file)
index 0000000..930de35
--- /dev/null
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+//
+// Sound Handler
+//
+// by James Hammons
+// (C) 2014 Underground Software
+//
+// JLH = James Hammons <jlhamm@acm.org>
+//
+// Who  When        What
+// ---  ----------  -----------------------------------------------------------
+// JLH  04/18/2014  Created this file
+//
+
+#include "sound.h"
+#include <SDL2/SDL.h>
+#include "resource.h"
+
+// Function prototypes
+void SoundFunc(void *, Uint8 *, int);
+
+// Vars
+extern uint8_t voice_rom[];                    // PCM data pointer
+
+static bool soundInitialized = false;
+const float sampleBase = 22050.0/6000.0;  // Btwn 5512.5 and 6000
+bool snd_go = false;
+bool chan1_go = false, chan2_go = false, chan3_go = false;
+bool chan4_go = false, chan5_go = false, chan6_go = false;
+uint8_t * sndp1, * sndp2, * sndp3, * sndp4, * sndp5, * sndp6;
+uint32_t rom_pos, end_pos;
+uint32_t spos1, end_pos1;
+uint32_t spos2, end_pos2;
+uint32_t spos3, end_pos3;
+uint32_t spos4, end_pos4;
+uint32_t spos5, end_pos5;
+uint32_t spos6, end_pos6;
+float sample1;
+uint8_t prevSamp1;
+int8_t delta_x1;
+float sample2;
+uint8_t prevSamp2;
+int8_t delta_x2;
+uint16_t snd_num;
+uint8_t * snd_array[3] = { sunknown, scya, scamera }; // From RESOURCE.H
+uint32_t snd_lens[3]   = { sunknownlen, scyalen, scameralen };
+
+
+void InitSound(void)
+{
+       SDL_AudioSpec desired, obtained;
+       desired.freq = 22050;
+       desired.format = AUDIO_U8;
+       desired.channels = 1;
+       desired.samples = 1024;
+       desired.callback = SoundFunc;
+       desired.userdata = NULL;
+       // Also, should check to see if it got the hardware it needed, correct sample size, etc.
+       if (SDL_OpenAudio(&desired, &obtained) < 0)
+       {
+               soundInitialized = false;
+               printf("Couldn't open audio: %s\n", SDL_GetError());
+               return;
+       }
+
+       // Get that audio going!
+       SDL_PauseAudio(0);
+       soundInitialized = true;
+}
+
+
+void SpawnSound(int type, int snd, int channel/* = 0*/)
+{
+       extern uint32_t psg_lens[16];
+       extern uint8_t * psg_adrs[16];
+       extern uint32_t voc_lens[32];
+       extern uint8_t * voc_adrs[32];
+       extern uint32_t fm_lens[14];
+       extern uint8_t * fm_adrs[14];
+
+       if (!soundInitialized)
+               return;
+
+       snd_num = snd;
+//     SpawnMsg(MSHOWNUMS);
+
+       if (type == GAMESOUND)
+       {
+               // Will that do it???  Yes!!!
+               snd--;
+
+               if (channel == 0)
+               {
+                       // 00 nn ss (nn # of repeats of sample ss)
+                       uint32_t st = 0;
+
+                       if (snd & 0x40)
+                       {
+                               st = 0x10000;
+                               snd &= 0x0F;
+                       }
+
+                       spos1 = (voice_rom[st + (snd << 1)] << 8) | voice_rom[st + (snd << 1) + 1];
+                       spos1 += st;                                                            // Need to add start somewhere...
+                       prevSamp1 = 128;
+                       sample1 = 0;
+                       chan1_go = true;
+               }
+               else
+               {
+                       uint32_t st = 0;
+
+                       if (snd & 0x40)
+                       {
+                               st = 0x10000;
+                               snd &= 0x0F;
+                       }
+
+                       spos2 = (voice_rom[st + (snd << 1)] << 8) | voice_rom[st + (snd << 1) + 1];
+                       spos2 += st;                                                            // Need to add start somewhere...
+                       prevSamp2 = 128;
+                       sample2 = 0;
+                       chan2_go = true;
+               }
+       }
+       else if (type == PSGSOUND)
+       {
+               if (snd_num & 0x10)                                                             // Second channel?
+               {
+                       spos3 = 0;
+                       end_pos3 = psg_lens[snd_num & 0x0F];
+                       sndp3 = psg_adrs[snd_num & 0x0F];
+                       chan3_go = true;
+
+                       if (spos3 == end_pos3)
+                               chan3_go = false;                                               // No sound loaded, so don't do it!
+               }
+               else                                                                                    // First channel
+               {
+                       spos4 = 0;
+                       end_pos4 = psg_lens[snd_num & 0x0F];
+                       sndp4 = psg_adrs[snd_num & 0x0F];
+                       chan4_go = true;
+
+                       if (spos4 == end_pos4)
+                               chan4_go = false;                                               // No sound loaded, so don't do it!
+               }
+       }
+       else if (type == FMSOUND)
+       {
+               spos5 = 0;
+               end_pos5 = fm_lens[snd_num];
+               sndp5 = fm_adrs[snd_num];
+               chan5_go = true;
+
+               if (spos5 == end_pos5)
+                       chan5_go = false;                                                       // No sound loaded, so don't do it!
+       }
+       else if (type == USERSOUND)
+       {
+               spos6 = 0;
+               end_pos6 = snd_lens[snd_num];                                   // User sound
+               sndp6 = snd_array[snd_num];                                             // Load pointer
+               chan6_go = true;
+       }
+}
+
+
+void SoundFunc(void * userdata, Uint8 * buff, int num)
+{
+       // 0-22 different sounds...
+       uint16_t cnt = 0, sample;
+       uint8_t start_samp1, end_samp1, start_samp2, end_samp2;
+       uint8_t samp1 = 128, samp2 = 128, samp3 = 128,
+               samp4 = 128, samp5 = 128, samp6 = 128;                  // Zero samples...
+
+       // Kill sound...
+       memset(buff, 128, num);
+
+       if (chan1_go || chan2_go || chan3_go || chan4_go || chan5_go || chan6_go)
+       {
+               while (cnt != num)
+               {
+                       if (chan1_go)
+                       {
+                               if (sample1 < 1)
+                               {
+                                       samp1 = voice_rom[spos1++];
+
+                                       // Kill channel 1 if done...
+                                       if (samp1 == 0xFF)
+                                       {
+                                               chan1_go = false;
+                                               samp1 = 128;
+                                       }
+                                       // RLE compression...
+                                       else if (samp1 == 0x00)
+                                       {
+                                               // # of repeats
+                                               sample1 += (float)voice_rom[spos1++] * sampleBase;
+                                               // Get last good sample
+                                               samp1   = prevSamp1;
+                                       }
+                                       else
+                                               // Keep fractional part intact
+                                               sample1 += sampleBase;
+                               }
+
+                               prevSamp1 = samp1;              // Save last sample value
+                               sample1 -= 1.0;                 // Decrement repeat counter
+                       }
+
+// Stretching 5KHz samples to 22KHz:
+//   numRepeats = 4;
+//            6KHz -> 22KHz:  22/6 repeats...
+                       if (chan2_go)
+                       {
+                               if (sample2 < 1)
+                               {
+                                       samp2 = voice_rom[spos2++];
+
+                                       if (samp2 == 0xFF)
+                                       {
+                                               chan2_go = false;
+                                               samp2 = 128;                                    // Kill channel 2 if done...
+                                       }
+                                       else if (samp2 == 0x00)                         // RLE compression...
+                                       {
+                                               sample2 += (float)voice_rom[spos2++] * sampleBase;      // # of repeats
+                                               samp2   = prevSamp2;
+                                       }
+                                       else
+                                               sample2 += sampleBase;
+                               }
+
+// Delta-X values were making the samples sound like crap...
+//                             start_samp2 += delta_x2;
+                               prevSamp2 = samp2;
+                               sample2 -= 1.0;
+                       }
+
+                       if (chan3_go)
+                       {
+                               samp3 = sndp3[spos3++];
+
+                               if (spos3 == end_pos3)
+                               {
+                                       chan3_go = false;
+                                       samp3 = 128; // Kill channel 3 if done...
+                               }
+                       }
+
+                       if (chan4_go)
+                       {
+                               samp4 = sndp4[spos4++];
+
+                               if (spos4 == end_pos4)
+                               {
+                                       chan4_go = false;
+                                       samp4 = 128; // Kill channel 4 if done...
+                               }
+                       }
+
+                       if (chan5_go)
+                       {
+                               samp5 = sndp5[spos5++];
+
+                               if (spos5 == end_pos5)
+                               {
+                                       chan5_go = false;
+                                       samp5 = 128; // Kill channel 5 if done...
+                               }
+                       }
+
+                       if (chan6_go)
+                       {
+                               samp6 = sndp6[spos6++];
+
+                               if (spos6 == end_pos6)
+                               {
+                                       chan6_go = false;
+                                       samp6 = 128;            // Kill channel 6...
+                               }
+                       }
+
+                       // Mix 'em...
+                       sample = samp1 + samp2 + samp3 + samp4 + samp5 + samp6 - 640;
+
+                       // If it overflowed, clip it
+                       if (sample & 0xFF00)
+                               sample = (sample & 0x8000 ? 0x00 : 0xFF);
+
+                       buff[cnt++] = sample;
+               }
+       }
+}
+