nestopia/source/core/api/NstApiSound.hpp

389 lines
8.4 KiB
C++

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