bsnes/asnes/dsp/voice.cpp
byuu 81f43a4d01 Update to snes-20100807 release.
This represents a major code restructuring. The dot-based and
scanline-based renderers are now split into two separate core
libraries, asnes and bsnes.

For now at least, these are -internal- names. I'm not entirely decided
on how I'm going to handle releasing these two separate builds.
Regardless, the folders need names.

asnes has had all of the processor subfolders collapsed back into
their parent folders. In other words, ppu's functions were moved into
ppu/sppu, and then ppu was deleted, and then ppu/sppu became the new
ppu. Repeat this for the cpu, smp and dsp and there you go.

asnes/dsp also removed the DSP_STATE_MACHINE option. This was done for
the sake of consistency with the rest of the core.

asnes' debugger mode is currently extremely broken, but I will be
fixing it in time.

And for now, bsnes has kept the processor abstraction layer. I may
keep it around, not sure yet. It doesn't hurt speed or anything, so
I'm not too worried about making a decision right away.

I may throw snesfilter, snesreader and supergameboy into this folder,
just to have everything in one place. The alternate GUI forks are
definitely going in there as dotnet, cocoa and python.

Compiled output goes to the out/ folder now, to prevent conflicts with
a file and folder named bsnes, for instance.
2010-08-07 15:07:24 +00:00

174 lines
4 KiB
C++

#ifdef DSP_CPP
inline void DSP::voice_output(voice_t &v, bool channel) {
//apply left/right volume
int amp = (state.t_output * (int8)VREG(voll + channel)) >> 7;
//add to output total
state.t_main_out[channel] += amp;
state.t_main_out[channel] = sclamp<16>(state.t_main_out[channel]);
//optionally add to echo total
if(state.t_eon & v.vbit) {
state.t_echo_out[channel] += amp;
state.t_echo_out[channel] = sclamp<16>(state.t_echo_out[channel]);
}
}
void DSP::voice_1(voice_t &v) {
state.t_dir_addr = (state.t_dir << 8) + (state.t_srcn << 2);
state.t_srcn = VREG(srcn);
}
void DSP::voice_2(voice_t &v) {
//read sample pointer (ignored if not needed)
uint16 addr = state.t_dir_addr;
if(!v.kon_delay) addr += 2;
uint8 lo = memory::apuram[(uint16)(addr + 0)];
uint8 hi = memory::apuram[(uint16)(addr + 1)];
state.t_brr_next_addr = ((hi << 8) + lo);
state.t_adsr0 = VREG(adsr0);
//read pitch, spread over two clocks
state.t_pitch = VREG(pitchl);
}
void DSP::voice_3(voice_t &v) {
voice_3a(v);
voice_3b(v);
voice_3c(v);
}
void DSP::voice_3a(voice_t &v) {
state.t_pitch += (VREG(pitchh) & 0x3f) << 8;
}
void DSP::voice_3b(voice_t &v) {
state.t_brr_byte = memory::apuram[(uint16)(v.brr_addr + v.brr_offset)];
state.t_brr_header = memory::apuram[(uint16)(v.brr_addr)];
}
void DSP::voice_3c(voice_t &v) {
//pitch modulation using previous voice's output
if(state.t_pmon & v.vbit) {
state.t_pitch += ((state.t_output >> 5) * state.t_pitch) >> 10;
}
if(v.kon_delay) {
//get ready to start BRR decoding on next sample
if(v.kon_delay == 5) {
v.brr_addr = state.t_brr_next_addr;
v.brr_offset = 1;
v.buf_pos = 0;
state.t_brr_header = 0; //header is ignored on this sample
}
//envelope is never run during KON
v.env = 0;
v.hidden_env = 0;
//disable BRR decoding until last three samples
v.interp_pos = 0;
v.kon_delay--;
if(v.kon_delay & 3) v.interp_pos = 0x4000;
//pitch is never added during KON
state.t_pitch = 0;
}
//gaussian interpolation
int output = gaussian_interpolate(v);
//noise
if(state.t_non & v.vbit) {
output = (int16)(state.noise << 1);
}
//apply envelope
state.t_output = ((output * v.env) >> 11) & ~1;
v.t_envx_out = v.env >> 4;
//immediate silence due to end of sample or soft reset
if(REG(flg) & 0x80 || (state.t_brr_header & 3) == 1) {
v.env_mode = env_release;
v.env = 0;
}
if(state.every_other_sample) {
//KOFF
if(state.t_koff & v.vbit) {
v.env_mode = env_release;
}
//KON
if(state.kon & v.vbit) {
v.kon_delay = 5;
v.env_mode = env_attack;
}
}
//run envelope for next sample
if(!v.kon_delay) envelope_run(v);
}
void DSP::voice_4(voice_t &v) {
//decode BRR
state.t_looped = 0;
if(v.interp_pos >= 0x4000) {
brr_decode(v);
v.brr_offset += 2;
if(v.brr_offset >= 9) {
//start decoding next BRR block
v.brr_addr = (uint16)(v.brr_addr + 9);
if(state.t_brr_header & 1) {
v.brr_addr = state.t_brr_next_addr;
state.t_looped = v.vbit;
}
v.brr_offset = 1;
}
}
//apply pitch
v.interp_pos = (v.interp_pos & 0x3fff) + state.t_pitch;
//keep from getting too far ahead (when using pitch modulation)
if(v.interp_pos > 0x7fff) v.interp_pos = 0x7fff;
//output left
voice_output(v, 0);
}
void DSP::voice_5(voice_t &v) {
//output right
voice_output(v, 1);
//ENDX, OUTX and ENVX won't update if you wrote to them 1-2 clocks earlier
state.endx_buf = REG(endx) | state.t_looped;
//clear bit in ENDX if KON just began
if(v.kon_delay == 5) state.endx_buf &= ~v.vbit;
}
void DSP::voice_6(voice_t &v) {
state.outx_buf = state.t_output >> 8;
}
void DSP::voice_7(voice_t &v) {
//update ENDX
REG(endx) = (uint8)state.endx_buf;
state.envx_buf = v.t_envx_out;
}
void DSP::voice_8(voice_t &v) {
//update OUTX
VREG(outx) = (uint8)state.outx_buf;
}
void DSP::voice_9(voice_t &v) {
//update ENVX
VREG(envx) = (uint8)state.envx_buf;
}
#endif