sound tryout and failure
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32f62cadb0
commit
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@ -8,6 +8,7 @@ SET(CMAKE_EXE_LINKER_FLAGS "${BASE_CMAKE_LINK_FLAGS} -mthumb-interwork -mthumb -
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project(gba-sprite-engine)
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SET(CMAKE_CXX_STANDARD 11)
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-narrowing")
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set(CMAKE_VERBOSE_MAKEFILE on)
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include_directories(src)
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@ -2,7 +2,7 @@ SET(CMAKE_C_COMPILER arm-none-eabi-gcc)
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SET(CMAKE_CXX_COMPILER arm-none-eabi-g++)
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set_property(SOURCE engine/gba/sin_lut.s PROPERTY LANGUAGE C)
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add_executable(${PROJECT_NAME}.elf main.cpp engine/sprites/sprite_manager.cpp engine/sprites/sprite_manager.h engine/gba/tonc_memmap.h engine/gba/tonc_core.h engine/gba/tonc_memdef.h engine/gba/tonc_types.h engine/sprites/sprite.cpp engine/sprites/sprite.h kul.h engine/palette/palette_manager.cpp engine/palette/palette_manager.h engine/palette/combined_palette.cpp engine/palette/combined_palette.h engine/allocator.cpp engine/allocator.h engine/gba/tonc_oam.h engine/gba/tonc_math.h engine/gba/sin_lut.s engine/Scene.cpp engine/Scene.h engine/sprites/sprite_builder.cpp engine/sprites/sprite_builder.h engine/sprites/affine_sprite.cpp engine/sprites/affine_sprite.h flying_stuff_scene.cpp flying_stuff_scene.h engine/gba_engine.cpp engine/gba_engine.h engine/background/text_stream.cpp engine/background/text_stream.h engine/background/background.cpp engine/background/background.h engine/background/text.h sample_start_scene.cpp sample_start_scene.h engine/effects/fade_out_scene.cpp engine/effects/fade_out_scene.h engine/gba/tonc_core_stub.h engine/effects/scene_effect.h lama.h)
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add_executable(${PROJECT_NAME}.elf main.cpp engine/sprites/sprite_manager.cpp engine/sprites/sprite_manager.h engine/gba/tonc_memmap.h engine/gba/tonc_core.h engine/gba/tonc_memdef.h engine/gba/tonc_types.h engine/sprites/sprite.cpp engine/sprites/sprite.h kul.h engine/palette/palette_manager.cpp engine/palette/palette_manager.h engine/palette/combined_palette.cpp engine/palette/combined_palette.h engine/allocator.cpp engine/allocator.h engine/gba/tonc_oam.h engine/gba/tonc_math.h engine/gba/sin_lut.s engine/Scene.cpp engine/Scene.h engine/sprites/sprite_builder.cpp engine/sprites/sprite_builder.h engine/sprites/affine_sprite.cpp engine/sprites/affine_sprite.h flying_stuff_scene.cpp flying_stuff_scene.h engine/gba_engine.cpp engine/gba_engine.h engine/background/text_stream.cpp engine/background/text_stream.h engine/background/background.cpp engine/background/background.h engine/background/text.h sample_start_scene.cpp sample_start_scene.h engine/effects/fade_out_scene.cpp engine/effects/fade_out_scene.h engine/gba/tonc_core_stub.h engine/effects/scene_effect.h lama.h sample_sound.h)
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add_custom_command(TARGET ${PROJECT_NAME}.elf POST_BUILD
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COMMAND ${CMAKE_OBJCOPY} -v -O binary ${PROJECT_NAME}.elf ${PROJECT_NAME}.gba
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@ -7,6 +7,28 @@
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#include "gba_engine.h"
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#include "allocator.h"
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int x = 0;
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void onvblank() {
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REG_IME = 0;
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unsigned short tempInterruptState = REG_IF;
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if((REG_IF & INTERRUPT_VBLANK) == INTERRUPT_VBLANK) {
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// if vblanks_remaning is zero: stop
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//*sound_control &= ~(SOUND_B_RIGHT_CHANNEL | SOUND_B_LEFT_CHANNEL | SOUND_B_FIFO_RESET);
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//*dma2_control = 0;
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// else counter--
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// OR: to restart sound (channelA)
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x++;
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}
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//TextStream::instance() << x;
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REG_IF = tempInterruptState;
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REG_IME = 1;
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}
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void GBAEngine::update() {
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vsync();
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@ -33,8 +55,56 @@ u16 GBAEngine::readKeys() {
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return ~REG_KEYS & KEY_ANY;
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}
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SoundControl GBAEngine::channelAControl() {
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return {
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®_DMA1CNT,
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®_DMA1SAD,
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®_DMA1DAD,
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®_FIFOA,
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SDS_AR | SDS_AL | SDS_ARESET
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};
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}
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SoundControl GBAEngine::channelBControl() {
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return {
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®_DMA2CNT,
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®_DMA2SAD,
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®_DMA2DAD,
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®_FIFOB,
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SDS_BR | SDS_BL | SDS_BRESET
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};
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}
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void GBAEngine::queueSound(const s8 *data, int totalSamples, int sampleRate, SoundControl control) {
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REG_TM0CNT = 0;
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*(control.DMAControl) = 0; // reset previous sound
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REG_SNDDSCNT |= control.ControlFlags; // output to both sides, reset fifo
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REG_SNDSTAT = SSTAT_ENABLE; // enable all sound
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*(control.DMASourceAddress) = (u32) data;
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*(control.DMADestinationAddress) = *(control.FiFoBuffer);
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*(control.DMAControl) = DMA_DST_FIXED | DMA_REPEAT | DMA_32 | DMA_SYNC_TO_TIMER | DMA_ENABLE;
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u16 ticksPerSample = CLOCK / sampleRate; // divide the clock (ticks/second) by the sample rate (samples/second)
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REG_TM0D = OVERFLOW_16_BIT_VALUE - ticksPerSample;
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// channel_a_vblanks_remaining = total_samples * ticks_per_sample * (1.0 / CYCLES_PER_BLANK);
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REG_TM0CNT = TM_ENABLE | TM_FREQ_1; // enable timer - dma auto-syncs to this thanks to DMA_SYNC_TO_TIMER
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}
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GBAEngine::GBAEngine() {
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// setup screen control flags
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REG_DISPCNT = DCNT_MODE0 | DCNT_OBJ | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_BG3;
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// setup interrupt control flags for vblank IRQing
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REG_DISPSTAT |= DISPLAY_INTERRUPT_VBLANK_ENABLE;
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REG_IE |= INTERRUPT_VBLANK;
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*IRQ_CALLBACK = (u32) &onvblank;
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//REG_IME = 1;
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REG_SNDDSCNT = 0;
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Allocator::free();
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}
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@ -8,9 +8,33 @@
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#include <engine/sprites/sprite_manager.h>
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#include <engine/gba/tonc_memmap.h>
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#include <engine/gba/tonc_memdef.h>
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#include <engine/effects/scene_effect.h>
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#include "Scene.h"
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#define CLOCK 16777216
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#define CYCLES_PER_BLANK 280806
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#define OVERFLOW_16_BIT_VALUE 65536
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#define DISPLAY_INTERRUPT_VBLANK_ENABLE 0x08
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#define INTERRUPT_VBLANK 0x1
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#define DMA_SYNC_TO_TIMER 0x30000000
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#define IRQ_CALLBACK ((volatile unsigned int*) 0x3007FFC)
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enum SoundChannel {
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ChannelA, ChannelB
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};
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struct SoundControl {
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vu32* DMAControl; // ex. ®_DMA1CNT
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vu32* DMASourceAddress; // ex. ®_DMA1SAD
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vu32* DMADestinationAddress; // ex. ®_DMA1DAD
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vu32* FiFoBuffer; // ex. ®_FIFOA
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u16 ControlFlags;
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};
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void onvblank();
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class GBAEngine {
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private:
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// WHY raw pointers? the engine does the transition and cleanup work itself
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@ -24,7 +48,14 @@ private:
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while (REG_VCOUNT >= 160);
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while (REG_VCOUNT < 160);
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}
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SoundControl channelAControl();
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SoundControl channelBControl();
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SoundControl soundControl(SoundChannel channel) {
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return channel == ChannelA ? channelAControl() : channelBControl();
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};
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void cleanupPreviousScene();
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void queueSound(const s8* data, int totalSamples, int sampleRate, SoundControl control);
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public:
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GBAEngine();
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@ -32,6 +63,13 @@ public:
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void setScene(Scene* scene);
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void transitionIntoScene(Scene* scene, SceneEffect* effect);
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void queueMusic(const s8* data, int totalSamples) {
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queueSound(data, totalSamples, 16000, soundControl(ChannelA));
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}
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void queueSound(const s8* data, int totalSamples) {
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queueSound(data, totalSamples, 16000, soundControl(ChannelB));
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}
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u16 readKeys();
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void update();
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void delay(int times) {
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@ -5,7 +5,7 @@
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#include <engine/palette/palette_manager.h>
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#include <engine/allocator.h>
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#include "kul.h"
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#include "sample_sound.h"
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#include "sample_start_scene.h"
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#include "flying_stuff_scene.h"
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@ -21,6 +21,8 @@ int main() {
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startScene->setEngineForSceneSwitching(engine);
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engine->setScene(startScene);
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engine->queueSound(zelda_secret_16K_mono, zelda_secret_16K_mono_bytes);
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while (true) {
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engine->update();
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engine->delay(1000);
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