📄 sound.h
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gbc_sound_channel[channel].envelope_volume = \ gbc_sound_channel[channel].envelope_initial_volume; \ } \ \ gbc_sound_update = 1; \ address16(io_registers, address) = value; \} \#define gbc_sound_tone_control_sweep() \{ \ u32 sweep_ticks = ((value >> 4) & 0x07) * 2; \ gbc_sound_channel[0].sweep_shift = value & 0x07; \ gbc_sound_channel[0].sweep_direction = (value >> 3) & 0x01; \ gbc_sound_channel[0].sweep_status = (value != 8); \ gbc_sound_channel[0].sweep_ticks = sweep_ticks; \ gbc_sound_channel[0].sweep_initial_ticks = sweep_ticks; \ gbc_sound_update = 1; \ address16(io_registers, 0x60) = value; \} \#define gbc_sound_wave_control() \{ \ gbc_sound_channel[2].wave_type = (value >> 5) & 0x01; \ gbc_sound_channel[2].wave_bank = (value >> 6) & 0x01; \ if(value & 0x80) \ { \ gbc_sound_channel[2].master_enable = 1; \ } \ else \ { \ gbc_sound_channel[2].master_enable = 0; \ } \ \ gbc_sound_update = 1; \ address16(io_registers, 0x70) = value; \} \static u32 gbc_sound_wave_volume[4] = { 0, 16384, 8192, 4096 };#define gbc_sound_tone_control_low_wave() \{ \ gbc_sound_channel[2].length_ticks = 256 - (value & 0xFF); \ if((value >> 15) & 0x01) \ { \ gbc_sound_channel[2].wave_volume = 12288; \ } \ else \ { \ gbc_sound_channel[2].wave_volume = \ gbc_sound_wave_volume[(value >> 13) & 0x03]; \ } \ gbc_sound_update = 1; \ address16(io_registers, 0x72) = value; \} \#define gbc_sound_tone_control_high_wave() \{ \ u32 rate = value & 0x7FF; \ gbc_sound_channel[2].rate = rate; \ gbc_sound_channel[2].frequency_step = \ float_to_fp16_16((2097152.0 / (2048 - rate)) / sound_frequency); \ gbc_sound_channel[2].length_status = (value >> 14) & 0x01; \ if(value & 0x8000) \ { \ gbc_sound_channel[2].sample_index = 0; \ gbc_sound_channel[2].active_flag = 1; \ } \ gbc_sound_update = 1; \ address16(io_registers, 0x74) = value; \} \#define gbc_sound_noise_control() \{ \ u32 dividing_ratio = value & 0x07; \ u32 frequency_shift = (value >> 4) & 0x0F; \ if(dividing_ratio == 0) \ { \ gbc_sound_channel[3].frequency_step = \ float_to_fp16_16(1048576.0 / (1 << (frequency_shift + 1)) / \ sound_frequency); \ } \ else \ { \ gbc_sound_channel[3].frequency_step = \ float_to_fp16_16(524288.0 / (dividing_ratio * \ (1 << (frequency_shift + 1))) / sound_frequency); \ } \ gbc_sound_channel[3].noise_type = (value >> 3) & 0x01; \ gbc_sound_channel[3].length_status = (value >> 14) & 0x01; \ if(value & 0x8000) \ { \ gbc_sound_channel[3].sample_index = 0; \ gbc_sound_channel[3].active_flag = 1; \ gbc_sound_channel[3].envelope_ticks = \ gbc_sound_channel[3].envelope_initial_ticks; \ gbc_sound_channel[3].envelope_volume = \ gbc_sound_channel[3].envelope_initial_volume; \ } \ gbc_sound_update = 1; \ address16(io_registers, 0x7C) = value; \} \#define gbc_trigger_sound_channel(channel) \ gbc_sound_master_volume_right = value & 0x07; \ gbc_sound_master_volume_left = (value >> 4) & 0x07; \ gbc_sound_channel[channel].status = ((value >> (channel + 8)) & 0x01) | \ ((value >> (channel + 11)) & 0x03) \#define gbc_trigger_sound() \{ \ gbc_trigger_sound_channel(0); \ gbc_trigger_sound_channel(1); \ gbc_trigger_sound_channel(2); \ gbc_trigger_sound_channel(3); \ address16(io_registers, 0x80) = value; \} \#define trigger_sound() \{ \ timer[0].direct_sound_channels = (((value >> 10) & 0x01) == 0) | \ ((((value >> 14) & 0x01) == 0) << 1); \ timer[1].direct_sound_channels = (((value >> 10) & 0x01) == 1) | \ ((((value >> 14) & 0x01) == 1) << 1); \ direct_sound_channel[0].volume = (value >> 2) & 0x01; \ direct_sound_channel[0].status = (value >> 8) & 0x03; \ direct_sound_channel[1].volume = (value >> 3) & 0x01; \ direct_sound_channel[1].status = (value >> 12) & 0x03; \ gbc_sound_master_volume = value & 0x03; \ \ if((value >> 11) & 0x01) \ sound_reset_fifo(0); \ if((value >> 15) & 0x01) \ sound_reset_fifo(1); \ address16(io_registers, 0x82) = value; \} \#define sound_on() \ if(value & 0x80) \ { \ if(sound_on != 1) \ { \ sound_on = 1; \ } \ } \ else \ { \ u32 i; \ for(i = 0; i < 4; i++) \ { \ gbc_sound_channel[i].active_flag = 0; \ } \ sound_on = 0; \ } \ address16(io_registers, 0x84) = \ (address16(io_registers, 0x84) & 0x000F) | (value & 0xFFF0); \#define sound_update_frequency_step(timer_number) \ timer[timer_number].frequency_step = \ float_to_fp16_16(16777216.0 / (timer_reload * sound_frequency)) \#endif
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