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minigb_apu.h
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131 lines (110 loc) · 3.08 KB
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/**
* minigb_apu is released under the terms listed within the LICENSE file.
*
* minigb_apu emulates the audio processing unit (APU) of the Game Boy. This
* project is based on MiniGBS by Alex Baines: https://github.com/baines/MiniGBS
*/
#pragma once
#include <stdint.h>
#ifndef AUDIO_SAMPLE_RATE
# define AUDIO_SAMPLE_RATE 32768
#endif
#define DMG_CLOCK_FREQ 4194304.0
#define SCREEN_REFRESH_CYCLES 70224.0
#define VERTICAL_SYNC (DMG_CLOCK_FREQ/SCREEN_REFRESH_CYCLES)
/* Number of audio samples in each channel. */
#define AUDIO_SAMPLES ((unsigned)(AUDIO_SAMPLE_RATE / VERTICAL_SYNC))
/* Number of audio channels. The audio output is in interleaved stereo format.*/
#define AUDIO_CHANNELS 2
/* Number of audio samples output in each audio_callback call. */
#define AUDIO_SAMPLES_TOTAL (AUDIO_SAMPLES * 2)
#define AUDIO_MEM_SIZE (0xFF3F - 0xFF10 + 1)
#define AUDIO_ADDR_COMPENSATION 0xFF10
struct chan_len_ctr {
uint8_t load;
uint8_t enabled;
uint32_t counter;
uint32_t inc;
};
struct chan_vol_env {
uint8_t step;
uint8_t up;
uint32_t counter;
uint32_t inc;
};
struct chan_freq_sweep {
uint8_t rate;
uint8_t shift;
uint8_t down;
uint16_t freq;
uint32_t counter;
uint32_t inc;
};
struct chan {
uint8_t enabled;
uint8_t powered;
uint8_t on_left;
uint8_t on_right;
uint8_t volume;
uint8_t volume_init;
uint16_t freq;
uint32_t freq_counter;
uint32_t freq_inc;
int_fast16_t val;
struct chan_len_ctr len;
struct chan_vol_env env;
struct chan_freq_sweep sweep;
union {
struct {
uint8_t duty;
uint8_t duty_counter;
} square;
struct {
uint16_t lfsr_reg;
uint8_t lfsr_wide;
uint8_t lfsr_div;
} noise;
struct {
uint8_t sample;
} wave;
};
};
struct minigb_apu_ctx {
struct chan chans[4];
int32_t vol_l, vol_r;
/**
* Memory holding audio registers between 0xFF10 and 0xFF3F inclusive.
*/
uint8_t audio_mem[AUDIO_MEM_SIZE];
};
/**
* Fill allocated buffer "stream" with AUDIO_SAMPLES_TOTAL number of 16-bit
* signed samples (native endian order) in stereo interleaved format.
* Each call corresponds to the the time taken for each VSYNC in the Game Boy.
*
* \param ctx Library context. Must be initialised with audio_init().
* \param stream Allocated pointer to store audio samples. Must be at least
* AUDIO_SAMPLES_TOTAL in size.
*/
void audio_callback(struct minigb_apu_ctx *ctx, int16_t *stream);
/**
* Read audio register at given address "addr".
* \param ctx Library context. Must be initialised with audio_init().
* \param addr Address of registers to read. Must be within 0xFF10 and 0xFF3F,
* inclusive.
*/
uint8_t audio_read(struct minigb_apu_ctx *ctx, const uint16_t addr);
/**
* Write "val" to audio register at given address "addr".
* \param ctx Library context. Must be initialised with audio_init().
* \param addr Address of registers to read. Must be within 0xFF10 and 0xFF3F,
* inclusive.
* \param val Value to write to address.
*/
void audio_write(struct minigb_apu_ctx *ctx,
const uint16_t addr, const uint8_t val);
/**
* Initialise audio driver.
* \param ctx Library context.
*/
void audio_init(struct minigb_apu_ctx *ctx);