static int sound_init_blip( Blip_Buffer **buf, Blip_Synth **synth ) { *buf = new_Blip_Buffer(); blip_buffer_set_clock_rate( *buf, sound_get_effective_processor_speed() ); /* Allow up to 1s of playback buffer - this allows us to cope with slowing down to 2% of speed where a single Speccy frame generates just under 1s of sound */ if ( blip_buffer_set_sample_rate( *buf, settings_current.sound_freq, 1000 ) ) { sound_end(); ui_error( UI_ERROR_ERROR, "out of memory at %s:%d", __FILE__, __LINE__ ); return 0; } *synth = new_Blip_Synth(); blip_synth_set_volume( *synth, sound_get_volume( settings_current.volume_beeper ) ); blip_synth_set_output( *synth, *buf ); blip_buffer_set_bass_freq( *buf, speaker_type[ option_enumerate_sound_speaker_type() ].bass ); blip_synth_set_treble_eq( *synth, speaker_type[ option_enumerate_sound_speaker_type() ].treble ); return 1; }
void sound_init( const char *device ) { float hz; double treble; Blip_Synth **ay_left_synth; Blip_Synth **ay_mid_synth; Blip_Synth **ay_mid_synth_r; Blip_Synth **ay_right_synth; /* Allow sound as long as emulation speed is greater than 2% (less than that and a single Speccy frame generates more than a seconds worth of sound which is bigger than the maximum Blip_Buffer of 1 second) */ if( !( !sound_enabled && settings_current.sound && settings_current.emulation_speed > 1 ) ) return; /* only try for stereo if we need it */ sound_stereo_ay = option_enumerate_sound_stereo_ay(); if( settings_current.sound && sound_lowlevel_init( device, &settings_current.sound_freq, &sound_stereo_ay ) ) return; if( !sound_init_blip(&left_buf, &left_beeper_synth) ) return; if( sound_stereo_ay != SOUND_STEREO_AY_NONE && !sound_init_blip(&right_buf, &right_beeper_synth) ) return; treble = speaker_type[ option_enumerate_sound_speaker_type() ].treble; ay_a_synth = new_Blip_Synth(); blip_synth_set_volume( ay_a_synth, sound_get_volume( settings_current.volume_ay) ); blip_synth_set_treble_eq( ay_a_synth, treble ); ay_b_synth = new_Blip_Synth(); blip_synth_set_volume( ay_b_synth, sound_get_volume( settings_current.volume_ay) ); blip_synth_set_treble_eq( ay_b_synth, treble ); ay_c_synth = new_Blip_Synth(); blip_synth_set_volume( ay_c_synth, sound_get_volume( settings_current.volume_ay) ); blip_synth_set_treble_eq( ay_c_synth, treble ); left_specdrum_synth = new_Blip_Synth(); blip_synth_set_volume( left_specdrum_synth, sound_get_volume( settings_current.volume_specdrum ) ); blip_synth_set_output( left_specdrum_synth, left_buf ); blip_synth_set_treble_eq( left_specdrum_synth, treble ); /* important to override these settings if not using stereo * (it would probably be confusing to mess with the stereo * settings in settings_current though, which is why we make copies * rather than using the real ones). */ ay_a_synth_r = NULL; ay_b_synth_r = NULL; ay_c_synth_r = NULL; if( sound_stereo_ay != SOUND_STEREO_AY_NONE ) { /* Attach the Blip_Synth's we've already created as appropriate, and * create one more Blip_Synth for the middle channel's right buffer. */ if( sound_stereo_ay == SOUND_STEREO_AY_ACB ) { ay_left_synth = &ay_a_synth; ay_mid_synth = &ay_c_synth; ay_mid_synth_r = &ay_c_synth_r; ay_right_synth = &ay_b_synth; } else if ( sound_stereo_ay == SOUND_STEREO_AY_ABC ) { ay_left_synth = &ay_a_synth; ay_mid_synth = &ay_b_synth; ay_mid_synth_r = &ay_b_synth_r; ay_right_synth = &ay_c_synth; } else { ui_error( UI_ERROR_ERROR, "unknown AY stereo separation type: %d", sound_stereo_ay ); fuse_abort(); } blip_synth_set_output( *ay_left_synth, left_buf ); blip_synth_set_output( *ay_mid_synth, left_buf ); blip_synth_set_output( *ay_right_synth, right_buf ); *ay_mid_synth_r = new_Blip_Synth(); blip_synth_set_volume( *ay_mid_synth_r, sound_get_volume( settings_current.volume_ay ) ); blip_synth_set_output( *ay_mid_synth_r, right_buf ); blip_synth_set_treble_eq( *ay_mid_synth_r, treble ); right_specdrum_synth = new_Blip_Synth(); blip_synth_set_volume( right_specdrum_synth, sound_get_volume( settings_current.volume_specdrum ) ); blip_synth_set_output( right_specdrum_synth, right_buf ); blip_synth_set_treble_eq( right_specdrum_synth, treble ); } else { blip_synth_set_output( ay_a_synth, left_buf ); blip_synth_set_output( ay_b_synth, left_buf ); blip_synth_set_output( ay_c_synth, left_buf ); } sound_enabled = sound_enabled_ever = 1; sound_channels = ( sound_stereo_ay != SOUND_STEREO_AY_NONE ? 2 : 1 ); /* Adjust relative processor speed to deal with adjusting sound generation frequency against emulation speed (more flexible than adjusting generated sample rate) */ hz = ( float )sound_get_effective_processor_speed() / machine_current->timings.tstates_per_frame; /* Size of audio data we will get from running a single Spectrum frame */ sound_framesiz = ( float )settings_current.sound_freq / hz; sound_framesiz++; samples = (blip_sample_t *)libspectrum_calloc( sound_framesiz * sound_channels, sizeof(blip_sample_t) ); /* initialize movie settings... */ movie_init_sound( settings_current.sound_freq, sound_stereo_ay ); }
void sound_init( const char *device ) { int ret; float hz; /* Allow sound as long as emulation speed is greater than 2% (less than that and a single Speccy frame generates more than a seconds worth of sound which is bigger than the maximum Blip_Buffer of 1 second) */ if( !( !sound_enabled && settings_current.sound && settings_current.emulation_speed > 1 ) ) return; sound_stereo_ay = settings_current.stereo_ay; /* only try for stereo if we need it */ if( sound_stereo_ay ) sound_stereo = 1; ret = sound_lowlevel_init( device, &settings_current.sound_freq, &sound_stereo ); if( ret ) return; if( !sound_init_blip(&left_buf, &left_beeper_synth) ) return; if( sound_stereo && !sound_init_blip(&right_buf, &right_beeper_synth) ) return; ay_a_synth = new_Blip_Synth(); blip_synth_set_volume( ay_a_synth, sound_get_volume( settings_current.volume_ay) ); blip_synth_set_output( ay_a_synth, left_buf ); blip_synth_set_treble_eq( ay_a_synth, speaker_type[ settings_current.speaker_type ].treble ); ay_b_synth = new_Blip_Synth(); blip_synth_set_volume( ay_b_synth, sound_get_volume( settings_current.volume_ay) ); blip_synth_set_treble_eq( ay_b_synth, speaker_type[ settings_current.speaker_type ].treble ); ay_c_synth = new_Blip_Synth(); blip_synth_set_volume( ay_c_synth, sound_get_volume( settings_current.volume_ay) ); blip_synth_set_output( ay_c_synth, left_buf ); blip_synth_set_treble_eq( ay_c_synth, speaker_type[ settings_current.speaker_type ].treble ); /* important to override these settings if not using stereo * (it would probably be confusing to mess with the stereo * settings in settings_current though, which is why we make copies * rather than using the real ones). */ if( !sound_stereo ) { sound_stereo_ay = 0; } ay_a_synth_r = NULL; ay_b_synth_r = NULL; ay_c_synth_r = NULL; if( sound_stereo ) { ay_c_synth_r = new_Blip_Synth(); blip_synth_set_volume( ay_c_synth_r, sound_get_volume( settings_current.volume_ay ) ); blip_synth_set_output( ay_c_synth_r, right_buf ); if( sound_stereo_ay ) { /* stereo with ACB stereo. */ blip_synth_set_output( ay_b_synth, right_buf ); } else { ay_a_synth_r = new_Blip_Synth(); blip_synth_set_volume( ay_a_synth_r, sound_get_volume( settings_current.volume_ay ) ); blip_synth_set_output( ay_a_synth_r, right_buf ); blip_synth_set_treble_eq( ay_a_synth_r, speaker_type[ settings_current.speaker_type ].treble ); blip_synth_set_output( ay_b_synth, left_buf ); ay_b_synth_r = new_Blip_Synth(); blip_synth_set_volume( ay_b_synth_r, sound_get_volume( settings_current.volume_ay ) ); blip_synth_set_output( ay_b_synth_r, right_buf ); blip_synth_set_treble_eq( ay_b_synth_r, speaker_type[ settings_current.speaker_type ].treble ); } } else { blip_synth_set_output( ay_b_synth, left_buf ); } sound_enabled = sound_enabled_ever = 1; sound_channels = ( sound_stereo ? 2 : 1 ); /* Adjust relative processor speed to deal with adjusting sound generation frequency against emulation speed (more flexible than adjusting generated sample rate) */ hz = ( float )sound_get_effective_processor_speed() / machine_current->timings.tstates_per_frame; /* Size of audio data we will get from running a single Spectrum frame */ sound_framesiz = ( float )settings_current.sound_freq / hz; sound_framesiz++; samples = (blip_sample_t *)calloc( sound_framesiz * sound_channels, sizeof(blip_sample_t) ); }