mirror of
https://github.com/0ldsk00l/nestopia.git
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389 lines
8.4 KiB
C++
389 lines
8.4 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_API_SOUND_H
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#define NST_API_SOUND_H
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#include "NstApi.hpp"
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#ifdef NST_PRAGMA_ONCE
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#pragma once
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#endif
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#if NST_ICC >= 810
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#pragma warning( push )
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#pragma warning( disable : 304 444 )
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#elif NST_MSVC >= 1200
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#pragma warning( push )
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#pragma warning( disable : 4512 )
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#endif
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namespace Nes
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{
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namespace Core
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{
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namespace Sound
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{
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/**
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* Sound output context.
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*/
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class Output
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{
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struct Locker;
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struct Unlocker;
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public:
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enum
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{
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MAX_LENGTH = 0x8000
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};
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/**
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* Pointer to sound memory to be written to.
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*
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* Assign NULL to samples[1] if circular buffers aren't needed.
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*/
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void* samples[2];
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/**
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* Length in <b>number of</b> samples for one frame.
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*
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* Assign 0 to length[1] if circular buffers aren't needed.
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* Length doesn't neccesarily need to be the same value for every frame as long
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* as they eventually add up in relation to the emulation speed. The requested
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* number of samples will always be written even if the length is greater
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* than what the sound engine normally produces. Non-written samples for one frame will
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* be carried over to the next through an internal buffer.
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*/
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uint length[2];
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Output(void* s0=0,uint l0=0,void* s1=0,uint l1=0)
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{
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samples[0] = s0;
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samples[1] = s1;
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length[0] = l0;
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length[1] = l1;
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}
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/**
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* Sound lock callback prototype.
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*
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* Called right before the core is about to render sound for one frame. Non-written
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* samples will be saved for the next frame.
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*
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* @param userData optional user data
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* @param output object to this class
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* @return true if output memory is valid and samples can be written to it
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*/
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typedef bool (NST_CALLBACK *LockCallback) (void* userData,Output& output);
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/**
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* Sound unlock callback prototype.
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*
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* Called when the core has finished rendering sound for one frame and a previously lock was made.
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*
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* @param userData optional user data
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* @param output object to this class
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*/
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typedef void (NST_CALLBACK *UnlockCallback) (void* userData,Output& output);
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/**
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* Sound lock callback manager.
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*
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* Static object used for adding the user defined callback.
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*/
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static Locker lockCallback;
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/**
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* Sound unlock callback manager.
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*
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* Static object used for adding the user defined callback.
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*/
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static Unlocker unlockCallback;
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};
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/**
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* Sound lock callback invoker.
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*
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* Used internally by the core.
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*/
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struct Output::Locker : UserCallback<Output::LockCallback>
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{
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bool operator () (Output& output) const
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{
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return (!function || function( userdata, output ));
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}
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};
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/**
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* Sound unlock callback invoker.
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*
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* Used internally by the core.
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*/
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struct Output::Unlocker : UserCallback<Output::UnlockCallback>
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{
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void operator () (Output& output) const
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{
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if (function)
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function( userdata, output );
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}
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};
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}
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}
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namespace Api
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{
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/**
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* Sound interface.
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*/
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class Sound : public Base
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{
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public:
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/**
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* Interface constructor.
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*
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* @param instance emulator instance
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*/
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template<typename T>
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Sound(T& instance)
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: Base(instance) {}
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/**
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* Sound channel types.
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*/
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enum Channel
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{
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/**
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* First square channel.
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*/
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CHANNEL_SQUARE1 = 0x001,
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/**
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* Second square channel.
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*/
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CHANNEL_SQUARE2 = 0x002,
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/**
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* Triangle channel.
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*/
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CHANNEL_TRIANGLE = 0x004,
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/**
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* Noise channel.
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*/
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CHANNEL_NOISE = 0x008,
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/**
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* DPCM channel.
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*/
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CHANNEL_DPCM = 0x010,
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/**
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* FDS sound chip channel.
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*/
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CHANNEL_FDS = 0x020,
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/**
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* MMC5 sound chip channel.
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*/
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CHANNEL_MMC5 = 0x040,
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/**
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* Konami VRC6 sound chip channel.
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*/
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CHANNEL_VRC6 = 0x080,
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/**
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* Konami VRC7 sound chip channel.
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*/
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CHANNEL_VRC7 = 0x100,
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/**
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* Namcot 163 sound chip channel.
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*/
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CHANNEL_N163 = 0x200,
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/**
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* Sunsoft 5B sound chip channel.
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*/
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CHANNEL_S5B = 0x400,
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/**
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* All NES APU channels.
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*/
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APU_CHANNELS = CHANNEL_SQUARE1|CHANNEL_SQUARE2|CHANNEL_TRIANGLE|CHANNEL_NOISE|CHANNEL_DPCM,
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/**
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* All external sound chip channels.
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*/
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EXT_CHANNELS = CHANNEL_FDS|CHANNEL_MMC5|CHANNEL_VRC6|CHANNEL_VRC7|CHANNEL_N163|CHANNEL_S5B,
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/**
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* All channels.
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*/
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ALL_CHANNELS = APU_CHANNELS|EXT_CHANNELS
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};
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/**
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* Speaker type.
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*/
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enum Speaker
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{
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/**
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* Mono sound (default).
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*/
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SPEAKER_MONO,
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/**
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* Pseudo stereo sound.
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*/
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SPEAKER_STEREO
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};
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enum
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{
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DEFAULT_VOLUME = 85,
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MAX_VOLUME = 100,
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DEFAULT_SPEED = 0,
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MIN_SPEED = 30,
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MAX_SPEED = 240,
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MAX_CHANNELS = 11
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};
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/**
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* Sets the sample rate.
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*
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* @param rate value in the range 44100 to 96000, default is 44100
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* @return result code
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*/
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Result SetSampleRate(ulong rate) throw();
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/**
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* Returns the sample rate.
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*
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* @return sample rate
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*/
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ulong GetSampleRate() const throw();
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/**
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* Sets the speaker type.
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*
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* @param speaker speaker type, default is SPEAKER_MONO
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*/
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void SetSpeaker(Speaker speaker) throw();
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/**
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* Returns the speaker type.
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*
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* @return speaker type
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*/
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Speaker GetSpeaker() const throw();
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/**
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* Sets one or more channel volumes.
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*
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* @param channels OR:ed channels
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* @param volume volume in the range 0 to 100, default is 85
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* @return result code
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*/
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Result SetVolume(uint channels,uint volume) throw();
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/**
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* Returns the volume of a channel.
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*
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* @param channel channel
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* @return volume
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*/
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uint GetVolume(uint channel) const throw();
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/**
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* Mutes all sound.
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*
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* @param mute true to mute sound
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*/
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void Mute(bool mute) throw();
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/**
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* Checks if sound is muted.
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*
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* @return true if muted
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*/
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bool IsMuted() const throw();
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/**
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* Sets the speed.
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*
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* @param speed speed in the range 30 to 240, set to DEFAULT_SPEED for automatic adjustment
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* @return result code
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*/
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Result SetSpeed(uint speed) throw();
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/**
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* Returns the current speed.
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*
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* @return speed
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*/
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uint GetSpeed() const throw();
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/**
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* Enables automatic transposition.
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*
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* @param state true to enable
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*/
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void SetAutoTranspose(bool state) throw();
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/**
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* Enables the "Game Genie" sound effect
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*
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* @param genie true to enable
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*/
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void SetGenie(bool genie) throw();
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/**
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* Checks if automatic transposing is enabled.
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*
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* @return true if enabled
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*/
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bool IsAutoTransposing() const throw();
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/**
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* Checks if a "Game Genie" is present
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*
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* @return true if enabled
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*/
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bool IsGenie() const throw();
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/**
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* Checks if sound is audible at all.
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*
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* @return true if audible
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*/
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bool IsAudible() const throw();
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/**
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* Empties the internal sound buffer.
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*/
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void EmptyBuffer() throw();
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/**
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* Sound output context.
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*/
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typedef Core::Sound::Output Output;
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};
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}
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}
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#if NST_MSVC >= 1200 || NST_ICC >= 810
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#pragma warning( pop )
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#endif
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#endif
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