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JM_SB.C
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JM_SB.C
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/* Hovertank 3-D Source Code
* Copyright (C) 1993-2014 Flat Rock Software
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
** jm_sb.c
** Jason's Music routines for games
** SoundBlaster Stuff
** v1.0d4
*/
#include <inttypes.h>
#include "JM_SB.H"
//#pragma warn -pia // Because I use if (x = y) alot...
// Macros for SoundBlaster stuff
#define sbOut(n,b) outportb((n) + sbLocation,b)
#define sbIn(n) inportb((n) + sbLocation)
#define sbWriteDelay() while (sbIn(sbWriteStat) & 0x80);
#define sbReadDelay() while (sbIn(sbDataAvail) & 0x80);
//
// Stuff I need
//
static boolean sbSamplePlaying = false;
static byte sbOldIntMask = -1;
static byte *sbNextSegPtr;
static int sbLocation = -1,sbInterrupt = 7,sbIntVec = 0xf,
sbIntVectors[] = {-1,-1,0xa,0xb,-1,0xd,-1,0xf};
static longword sbNextSegLen;
static SampledSound *sbSamples;
#if 0
static void interrupt (*sbOldIntHand)(void);
#endif
byte * jmData;
int jmDataLength;
int jmDataFreq;
float jmDataTime;
//
// jmDelay(usec) - Delays for usec micro-seconds
//
static void
jmDelay(int usec)
{
// DEBUG - use real timing routines
int i;
while (usec--)
for (i = 0;i < 1000;i++)
;
}
//
// SoundBlaster code
//
//
// Plays a chunk of sampled sound
//
#if 0
static longword
jmPlaySeg(byte *data,longword length)
{
unsigned datapage;
longword dataofs,uselen;
uselen = length;
datapage = FP_SEG(data) >> 12;
dataofs = ( (FP_SEG(data)&0xfff)<<4 ) + FP_OFF(data);
if (dataofs>=0x10000)
{
datapage++;
dataofs-=0x10000;
}
if (dataofs + uselen > 0x10000)
uselen = 0x10000 - dataofs;
uselen--; // DEBUG
// Program the DMA controller
outportb(0x0a,5); // Mask off channel 1 DMA
outportb(0x0c,0); // Clear byte ptr F/F to lower byte
outportb(0x0b,0x49); // Set transfer mode for D/A conv
outportb(0x02,(byte)dataofs); // Give LSB of address
outportb(0x02,(byte)(dataofs >> 8)); // Give MSB of address
outportb(0x83,(byte)datapage); // Give page of address
outportb(0x03,(byte)uselen); // Give LSB of length
outportb(0x03,(byte)(uselen >> 8)); // Give MSB of length
outportb(0x0a,1); // Turn on channel 1 DMA
// Start playing the thing
sbWriteDelay();
sbOut(sbWriteCmd,0x14);
sbWriteDelay();
sbOut(sbWriteData,(byte)uselen);
sbWriteDelay();
sbOut(sbWriteData,(byte)(uselen >> 8));
return(++uselen);
}
#endif
//
// Services the SoundBlaster DMA interrupt
//
#if 0
void interrupt
jmSBService(void)
{
longword used;
sbIn(sbDataAvail);
outportb(0x20,0x20);
if (sbNextSegPtr)
{
used = jmPlaySeg(sbNextSegPtr,sbNextSegLen);
if (sbNextSegLen <= used)
sbNextSegPtr = nil;
else
{
sbNextSegPtr += used;
sbNextSegLen -= used;
}
}
else
jmStopSample();
}
#endif
//
// Plays a sampled sound. Returns immediately and uses DMA to play the sound
//
void
jmPlaySample(int sound)
{
byte *data,
timevalue;
longword used;
SampledSound sample;
jmStopSample();
sample = sbSamples[--sound];
#if 0
data = ((byte *)sbSamples) + sample.offset;
timevalue = 256 - (1000000 / sample.hertz);
// printf("sample #%d ",sound);
// printf("%ld bytes, %ldHz, tc=%d\n",sample.length,sample.hertz,timevalue);
// printf("setting time constant\n");
// Set the SoundBlaster DAC time constant
sbWriteDelay();
sbOut(sbWriteCmd,0x40);
sbWriteDelay();
sbOut(sbWriteData,timevalue);
used = jmPlaySeg(data,sample.length);
if (sample.length <= used)
sbNextSegPtr = nil;
else
{
sbNextSegPtr = data + used;
sbNextSegLen = sample.length - used;
}
// printf("enabling SB irq #%d\n",sbInterrupt);
// Save old interrupt status and unmask ours
sbOldIntMask = inportb(0x21);
outportb(0x21,sbOldIntMask & ~(1 << sbInterrupt));
// printf("enabling DSP DMA request\n");
sbWriteDelay();
sbOut(sbWriteCmd,0xd4); // Make sure DSP DMA is enabled
#endif
jmData = ((byte *)sbSamples) + sample.offset;
jmDataLength = sample.length;
jmDataFreq = sample.hertz;
jmDataTime = 0;
// printf("sound should be playing\n");
sbSamplePlaying = true;
}
//
// Stops any active sampled sound and causes DMA to cease
//
void
jmStopSample(void)
{
extern byte SndPriority;
#if 0
byte is;
if (sbSamplePlaying)
{
// printf("turning off DSP DMA\n");
sbWriteDelay();
sbOut(sbWriteCmd,0xd0); // Turn off DSP DMA
// printf("restoring interrupt\n");
is = inportb(0x21); // Restore interrupt mask bit
if (sbOldIntMask & (1 << sbInterrupt))
is |= (1 << sbInterrupt);
else
is &= ~(1 << sbInterrupt);
outportb(0x21,is);
sbSamplePlaying = false;
SndPriority = 0; // JC: hack for playsound
}
#endif
if (sbSamplePlaying)
{
jmData = 0;
jmDataLength = 0;
jmDataFreq = 0;
sbSamplePlaying = false;
SndPriority = 0;
}
}
//
// Checks to see if a SoundBlaster resides at a particular I/O location
//
#if 0
static boolean
jmCheckSB(int port)
{
int i;
sbLocation = port << 4; // Initialize stuff for later use
sbOut(sbReset,true); // Reset the SoundBlaster DSP
jmDelay(4); // Wait 4usec
sbOut(sbReset,false); // Turn off sb DSP reset
jmDelay(100); // Wait 100usec
for (i = 0;i < 100;i++)
{
if (sbIn(sbDataAvail) & 0x80) // If data is available...
{
if (sbIn(sbReadData) == 0xaa) // If it matches correct value
return(true);
else
{
sbLocation = -1; // Otherwise not a SoundBlaster
return(false);
}
}
}
sbLocation = -1; // Retry count exceeded - fail
return(false);
}
#endif
//
// Checks to see if a SoundBlaster is in the system. If the port passed is
// -1, then it scans through all possible I/O locations. If the port
// passed is 0, then it uses the default (2). If the port is >0, then
// it just passes it directly to jmCheckSB()
//
boolean
jmDetectSoundBlaster(int port)
{
#if 0
int i;
if (port == 0) // If user specifies default address, use 2
port = 2;
if (port == -1)
{
for (i = 1;i <= 6;i++) // Scan through possible SB locations
{
if (jmCheckSB(i)) // If found at this address,
return(true); // return success
}
return(false); // All addresses failed, return failure
}
else
return(jmCheckSB(port)); // User specified address or default
#endif
return 1;
}
//
// Sets the interrupt number that my code expects the SoundBlaster to use
//
#if 0
void
jmSetSBInterrupt(int num)
{
sbInterrupt = num;
sbIntVec = sbIntVectors[sbInterrupt];
}
#endif
void
jmStartSB(void)
{
#if 0
// printf("setting interrupt #0x%02x handler\n",sbIntVec);
sbOldIntHand = getvect(sbIntVec); // Get old interrupt handler
setvect(sbIntVec,jmSBService); // Set mine
// printf("setting DSP modes\n");
sbWriteDelay();
sbOut(sbWriteCmd,0xd1); // Turn on DSP speaker
#endif
}
void
jmShutSB(void)
{
jmStopSample();
#if 0
// printf("restoring interrupt vector\n");
setvect(sbIntVec,sbOldIntHand); // Set vector back
#endif
}
boolean
jmSamplePlaying(void)
{
return(sbSamplePlaying);
}
void
jmSetSamplePtr(SampledSound *s)
{
sbSamples = s;
}