audio.c
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/**********************************************************************
* audio.c
*
* This code implements the application audio thread. This is done
* through an audio manager layer. The audio manager, does all of the
* neccessary initialization of the audio, and signs in to the scheduler.
* At the begining of each video retrace, the scheduler sends a message
* that wakes up the audio thread, which calls alAudioFrame to build an
* audio task. Once this task is built, it is sent to the scheduler, that
* will then send the task to the rsp for execution.
*
* Copyright 1993, Silicon Graphics, Inc.
* All Rights Reserved.
*
* This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics,
* Inc.; the contents of this file may not be disclosed to third
* parties, copied or duplicated in any form, in whole or in part,
* without the prior written permission of Silicon Graphics, Inc.
*
* RESTRICTED RIGHTS LEGEND:
* Use, duplication or disclosure by the Government is subject to
* restrictions as set forth in subdivision (c)(1)(ii) of the Rights
* in Technical Data and Computer Software clause at DFARS
* 252.227-7013, and/or in similar or successor clauses in the FAR,
* DOD or NASA FAR Supplement. Unpublished - rights reserved under the
* Copyright Laws of the United States.
*********************************************************************/
/*---------------------------------------------------------------------*
Copyright (C) 1997 Nintendo. (Originated by SGI)
$RCSfile: audio.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:21 $
*---------------------------------------------------------------------*/
#include <ultralog.h>
#include "audio.h"
#include "simple.h"
extern OSSched sc;
/**** audio globals ****/
u8 audioHeap[AUDIO_HEAP_SIZE];
ALSeqPlayer *seqp;
static u8 *seqPtr;
static s32 seqLen;
static ALSeq *seq;
static ALSeqMarker seqStart;
static ALSeqMarker seqEnd;
ALHeap hp;
void initAudio(void)
{
ALBankFile *bankPtr;
u32 bankLen;
ALSynConfig c;
ALSeqpConfig seqc;
amConfig amc;
alHeapInit(&hp, audioHeap, sizeof(audioHeap));
/*
* Load the bank file from ROM
*/
bankLen = _bankSegmentRomEnd - _bankSegmentRomStart;
bankPtr = alHeapAlloc(&hp, 1, bankLen);
romCopy(_bankSegmentRomStart, (char *)bankPtr, bankLen);
alBnkfNew(bankPtr, (u8 *) _tableSegmentRomStart);
/*
* Load the sequence file from ROM
*/
seqLen = _seqSegmentRomEnd - _seqSegmentRomStart;
seqPtr = alHeapAlloc(&hp, 1, seqLen);
romCopy(_seqSegmentRomStart, (char *) seqPtr, seqLen);
/*
* Create the Audio Manager
*/
c.maxVVoices = MAX_VOICES;
c.maxPVoices = MAX_VOICES;
c.maxUpdates = MAX_UPDATES;
c.dmaproc = 0; /* audio mgr will fill this in */
c.fxType = AL_FX_SMALLROOM;
c.outputRate = 0; /* audio mgr will fill this in */
c.heap = &hp;
amc.outputRate = 44100;
amc.framesPerField = NUM_FIELDS;
amc.maxACMDSize = MAX_RSP_CMDS;
amCreateAudioMgr(&c, AUDIO_PRIORITY, &amc);
/*
* Create the sequence and the sequence player
*/
seqc.maxVoices = MAX_VOICES;
seqc.maxEvents = MAX_EVENTS;
seqc.maxChannels = 16;
seqc.heap = &hp;
seqc.initOsc = 0;
seqc.updateOsc = 0;
seqc.stopOsc = 0;
#ifdef _DEBUG
seqc.debugFlags = NO_VOICE_ERR_MASK |NOTE_OFF_ERR_MASK | NO_SOUND_ERR_MASK;
#endif
seqp = alHeapAlloc(&hp, 1, sizeof(ALSeqPlayer));
alSeqpNew(seqp, &seqc);
seq = alHeapAlloc(&hp, 1, sizeof(ALSeq));
alSeqNew(seq, seqPtr, seqLen);
alSeqNewMarker(seq, &seqStart, 0);
alSeqNewMarker(seq, &seqEnd, -1);
alSeqpLoop(seqp, &seqStart, &seqEnd, -1);
alSeqpSetSeq(seqp, seq);
alSeqpSetBank(seqp, bankPtr->bankArray[0]);
alSeqpPlay(seqp);
}