Updated for Dreamcast KOS June 2005 snapshot:
http://cadcdev.sourceforge.net/svn/snapshots/ http://gamedev.allusion.net/softprj/kos/dcsetup.php --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401465
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11 changed files with 59 additions and 62 deletions
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@ -24,13 +24,6 @@
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/* Output dreamcast aica */
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#include <unistd.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <fcntl.h>
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#include "SDL_timer.h"
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#include "SDL_audio.h"
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#include "../SDL_audiomem.h"
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@ -6,6 +6,9 @@
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*/
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#include "aica.h"
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#include <arch/irq.h>
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#include <dc/spu.h>
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/* #define dc_snd_base ((volatile unsigned char *)0x00800000) */ /* arm side */
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#define dc_snd_base ((volatile unsigned char *)0xa0700000) /* dc side */
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@ -37,7 +40,7 @@
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void aica_init() {
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int i, j, old;
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int i, j, old = 0;
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/* Initialize AICA channels */
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G2_LOCK(old);
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@ -146,9 +149,10 @@ static inline unsigned AICA_FREQ(unsigned freq) {
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This routine (and the similar ones) owe a lot to Marcus' sound example --
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I hadn't gotten quite this far into dissecting the individual regs yet. */
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void aica_play(int ch,int mode,unsigned long smpptr,int loopst,int loopend,int freq,int vol,int pan,int loopflag) {
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int i;
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/* int i;
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*/
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int val;
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int old;
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int old = 0;
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/* Stop the channel (if it's already playing) */
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aica_stop(ch);
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