int sound_init(running_machine *machine) { /* handle -nosound */ nosound_mode = (Machine->sample_rate == 0); if (nosound_mode) Machine->sample_rate = 11025; /* count the speakers */ for (totalspeakers = 0; Machine->drv->speaker[totalspeakers].tag; totalspeakers++) ; VPRINTF(("total speakers = %d\n", totalspeakers)); /* initialize the OSD layer */ VPRINTF(("osd_start_audio_stream\n")); samples_this_frame = osd_start_audio_stream(1); if (!samples_this_frame) return 1; /* allocate memory for mix buffers */ leftmix = auto_malloc(Machine->sample_rate * sizeof(*leftmix)); rightmix = auto_malloc(Machine->sample_rate * sizeof(*rightmix)); finalmix = auto_malloc(Machine->sample_rate * sizeof(*finalmix)); /* allocate a global timer for sound timing */ sound_update_timer = mame_timer_alloc(NULL); /* initialize the streams engine */ VPRINTF(("streams_init\n")); streams_init(); /* now start up the sound chips and tag their streams */ VPRINTF(("start_sound_chips\n")); if (start_sound_chips()) return 1; /* then create all the speakers */ VPRINTF(("start_speakers\n")); if (start_speakers()) return 1; /* finally, do all the routing */ VPRINTF(("route_sound\n")); if (route_sound()) return 1; if (MAKE_WAVS) wavfile = wav_open("finalmix.wav", Machine->sample_rate, 2); /* enable sound by default */ global_sound_enabled = TRUE; /* register callbacks */ config_register("mixer", sound_load, sound_save); add_pause_callback(machine, sound_pause); add_reset_callback(machine, sound_reset); add_exit_callback(machine, sound_exit); return 0; }
void sound_init(running_machine *machine) { attotime update_frequency = SOUND_UPDATE_FREQUENCY; const char *filename; /* handle -nosound */ nosound_mode = !options_get_bool(mame_options(), OPTION_SOUND); if (nosound_mode) Machine->sample_rate = 11025; /* count the speakers */ for (totalspeakers = 0; Machine->drv->speaker[totalspeakers].tag; totalspeakers++) ; VPRINTF(("total speakers = %d\n", totalspeakers)); /* allocate memory for mix buffers */ leftmix = auto_malloc(Machine->sample_rate * sizeof(*leftmix)); rightmix = auto_malloc(Machine->sample_rate * sizeof(*rightmix)); finalmix = auto_malloc(Machine->sample_rate * sizeof(*finalmix)); /* allocate a global timer for sound timing */ sound_update_timer = timer_alloc(sound_update, NULL); timer_adjust(sound_update_timer, update_frequency, 0, update_frequency); /* initialize the streams engine */ VPRINTF(("streams_init\n")); streams_init(machine, update_frequency.attoseconds); /* now start up the sound chips and tag their streams */ VPRINTF(("start_sound_chips\n")); start_sound_chips(); /* then create all the speakers */ VPRINTF(("start_speakers\n")); start_speakers(); /* finally, do all the routing */ VPRINTF(("route_sound\n")); route_sound(); /* open the output WAV file if specified */ filename = options_get_string(mame_options(), OPTION_WAVWRITE); if (filename[0] != 0) wavfile = wav_open(filename, machine->sample_rate, 2); /* enable sound by default */ global_sound_enabled = TRUE; sound_muted = FALSE; sound_set_attenuation(options_get_int(mame_options(), OPTION_VOLUME)); /* register callbacks */ config_register("mixer", sound_load, sound_save); add_pause_callback(machine, sound_pause); add_reset_callback(machine, sound_reset); add_exit_callback(machine, sound_exit); }
void running_machine::start() { /* initialize basic can't-fail systems here */ fileio_init(this); config_init(this); input_init(this); output_init(this); state_init(this); state_save_allow_registration(this, true); palette_init(this); render_init(this); ui_init(this); generic_machine_init(this); generic_video_init(this); generic_sound_init(this); /* initialize the timers and allocate a soft_reset timer this must be done before cpu_init so that CPU's can allocate timers */ timer_init(this); m_soft_reset_timer = timer_alloc(this, static_soft_reset, NULL); /* init the osd layer */ osd_init(this); /* initialize the base time (needed for doing record/playback) */ time(&m_base_time); /* initialize the input system and input ports for the game this must be done before memory_init in order to allow specifying callbacks based on input port tags */ time_t newbase = input_port_init(this, m_game.ipt); if (newbase != 0) m_base_time = newbase; /* intialize UI input */ ui_input_init(this); /* initialize the streams engine before the sound devices start */ streams_init(this); /* first load ROMs, then populate memory, and finally initialize CPUs these operations must proceed in this order */ rom_init(this); memory_init(this); watchdog_init(this); /* allocate the gfx elements prior to device initialization */ gfx_init(this); /* initialize natural keyboard support */ inputx_init(this); /* initialize image devices */ image_init(this); /* start up the devices */ m_devicelist.start_all(); /* call the game driver's init function this is where decryption is done and memory maps are altered so this location in the init order is important */ ui_set_startup_text(this, "Initializing...", true); if (m_game.driver_init != NULL) (*m_game.driver_init)(this); /* finish image devices init process */ image_postdevice_init(this); /* start the video and audio hardware */ video_init(this); tilemap_init(this); crosshair_init(this); sound_init(this); /* initialize the debugger */ if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(this); /* call the driver's _START callbacks */ if (m_config.m_machine_start != NULL) (*m_config.m_machine_start)(this); if (m_config.m_sound_start != NULL) (*m_config.m_sound_start)(this); if (m_config.m_video_start != NULL) (*m_config.m_video_start)(this); /* set up the cheat engine */ cheat_init(this); /* set up the hiscore engine */ hiscore_init(this); /* disallow save state registrations starting here */ state_save_allow_registration(this, false); }
void running_machine::start() { // initialize basic can't-fail systems here fileio_init(this); config_init(this); input_init(this); output_init(this); state_init(this); state_save_allow_registration(this, true); palette_init(this); render_init(this); ui_init(this); generic_machine_init(this); generic_video_init(this); generic_sound_init(this); // initialize the timers and allocate a soft_reset timer // this must be done before cpu_init so that CPU's can allocate timers timer_init(this); m_soft_reset_timer = timer_alloc(this, static_soft_reset, NULL); // init the osd layer osd_init(this); // initialize the base time (needed for doing record/playback) time(&m_base_time); // initialize the input system and input ports for the game // this must be done before memory_init in order to allow specifying // callbacks based on input port tags time_t newbase = input_port_init(this, m_game.ipt); if (newbase != 0) m_base_time = newbase; // intialize UI input ui_input_init(this); // initialize the streams engine before the sound devices start streams_init(this); // first load ROMs, then populate memory, and finally initialize CPUs // these operations must proceed in this order rom_init(this); memory_init(this); watchdog_init(this); // allocate the gfx elements prior to device initialization gfx_init(this); // initialize natural keyboard support inputx_init(this); // initialize image devices image_init(this); // start up the devices m_devicelist.start_all(); // call the game driver's init function // this is where decryption is done and memory maps are altered // so this location in the init order is important ui_set_startup_text(this, "Initializing...", true); if (m_game.driver_init != NULL) (*m_game.driver_init)(this); // finish image devices init process image_postdevice_init(this); // start the video and audio hardware video_init(this); tilemap_init(this); crosshair_init(this); sound_init(this); // initialize the debugger if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(this); // call the driver's _START callbacks if (m_config.m_machine_start != NULL) (*m_config.m_machine_start)(this); if (m_config.m_sound_start != NULL) (*m_config.m_sound_start)(this); if (m_config.m_video_start != NULL) (*m_config.m_video_start)(this); // if we're coming in with a savegame request, process it now const char *savegame = options_get_string(&m_options, OPTION_STATE); if (savegame[0] != 0) schedule_load(savegame); // if we're in autosave mode, schedule a load else if (options_get_bool(&m_options, OPTION_AUTOSAVE) && (m_game.flags & GAME_SUPPORTS_SAVE) != 0) schedule_load("auto"); // set up the cheat engine if (options_get_bool(&m_options, OPTION_CHEAT)) cheat_init(this); // disallow save state registrations starting here state_save_allow_registration(this, false); }