// license:BSD-3-Clause
// copyright-holders:Mike Balfour
/*************************************************************************
audio\avalnche.c
*************************************************************************/
#include "emu.h"
#include "includes/avalnche.h"
#include "machine/74259.h"
#include "sound/discrete.h"
#include "speaker.h"
/* Avalanche Discrete Sound Input Nodes */
#define AVALNCHE_AUD0_EN NODE_01
#define AVALNCHE_AUD1_EN NODE_02
#define AVALNCHE_AUD2_EN NODE_03
#define AVALNCHE_SOUNDLVL_DATA NODE_04
#define AVALNCHE_ATTRACT_EN NODE_05
/***************************************************************************
Avalanche memory audio output handlers
***************************************************************************/
WRITE8_MEMBER(avalnche_state::avalnche_noise_amplitude_w)
{
m_discrete->write(space, AVALNCHE_SOUNDLVL_DATA, data & 0x3f);
}
/***************************************************************************
Avalanche sound system analog emulation
***************************************************************************/
static const discrete_lfsr_desc avalnche_lfsr={
DISC_CLK_IS_FREQ,
16, /* Bit Length */
0, /* Reset Value */
0, /* Use Bit 0 as XOR input 0 */
14, /* Use Bit 14 as XOR input 1 */
DISC_LFSR_XNOR, /* Feedback stage1 is XNOR */
DISC_LFSR_OR, /* Feedback stage2 is just stage 1 output OR with external feed */
DISC_LFSR_REPLACE, /* Feedback stage3 replaces the shifted register contents */
0x000001, /* Everything is shifted into the first bit only */
0, /* Output is already inverted by XNOR */
15 /* Output bit */
};
/* Nodes - Sounds */
#define AVALNCHE_NOISE NODE_10
#define AVALNCHE_AUD1_SND NODE_11
#define AVALNCHE_AUD2_SND NODE_12
#define AVALNCHE_SOUNDLVL_AUD0_SND NODE_13
static DISCRETE_SOUND_START(avalnche_discrete)
/************************************************/
/* avalnche Effects Relataive Gain Table */
/* */
/* Effect V-ampIn Gain ratio Relative */
/* Aud0 3.8 50/(50+33+39) 725.6 */
/* Aud1 3.8 50/(50+68) 750.2 */
/* Aud2 3.8 50/(50+68) 750.2 */
/* Soundlvl 3.8 50/(50+33+.518) 1000.0 */
/************************************************/
/************************************************/
/* Input register mapping for avalnche */
/************************************************/
/* NODE GAIN OFFSET INIT */
DISCRETE_INPUT_LOGIC (AVALNCHE_AUD0_EN)
DISCRETE_INPUT_LOGIC (AVALNCHE_AUD1_EN)
DISCRETE_INPUT_LOGIC (AVALNCHE_AUD2_EN)
DISCRETE_INPUTX_DATA (AVALNCHE_SOUNDLVL_DATA, 500.0/63, 0, 0.0)
DISCRETE_INPUT_NOT (AVALNCHE_ATTRACT_EN)
/************************************************/
/* Aud0 = 2V = HSYNC/4 = 15750/4 */
/* Aud1 = 32V = HSYNC/64 = 15750/64 */
/* Aud2 = 8V = HSYNC/16 = 15750/16 */
/************************************************/
DISCRETE_SQUAREWFIX(NODE_20, AVALNCHE_AUD0_EN, 15750.0/4, 725.6, 50.0, 0, 0.0) // Aud0
DISCRETE_SQUAREWFIX(AVALNCHE_AUD1_SND, AVALNCHE_AUD1_EN, 15750.0/64, 750.2, 50.0, 0, 0.0)
DISCRETE_SQUAREWFIX(AVALNCHE_AUD2_SND, AVALNCHE_AUD2_EN, 15750.0/16, 750.2, 50.0, 0, 0.0)
/************************************************/
/* Soundlvl is variable amplitude, filtered */
/* random noise. */
/* LFSR clk = 16V = 15750.0Hz/16/2 */
/************************************************/
DISCRETE_LFSR_NOISE(AVALNCHE_NOISE, AVALNCHE_ATTRACT_EN, AVALNCHE_ATTRACT_EN, 15750.0, AVALNCHE_SOUNDLVL_DATA, 0, 0, &avalnche_lfsr)
DISCRETE_ADDER2(NODE_30, 1, NODE_20, AVALNCHE_NOISE)
DISCRETE_RCFILTER(AVALNCHE_SOUNDLVL_AUD0_SND, NODE_30, 556.7, 1e-7)
/************************************************/
/* Final mix and output. */
/************************************************/
DISCRETE_ADDER3(NODE_90, AVALNCHE_ATTRACT_EN, AVALNCHE_AUD1_SND, AVALNCHE_AUD2_SND, AVALNCHE_SOUNDLVL_AUD0_SND)
DISCRETE_OUTPUT(NODE_90, 65534.0/(725.6+750.2+750.2+1000.0))
DISCRETE_SOUND_END
MACHINE_CONFIG_START(avalnche_state::avalnche_sound)
SPEAKER(config, "mono").front_center();
MCFG_DEVICE_ADD("discrete", DISCRETE, avalnche_discrete)
MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MCFG_DEVICE_MODIFY("latch")
MCFG_ADDRESSABLE_LATCH_Q1_OUT_CB(WRITELINE("discrete", discrete_device, write_line<AVALNCHE_ATTRACT_EN>))
MCFG_ADDRESSABLE_LATCH_Q4_OUT_CB(WRITELINE("discrete", discrete_device, write_line<AVALNCHE_AUD0_EN>))
MCFG_ADDRESSABLE_LATCH_Q5_OUT_CB(WRITELINE("discrete", discrete_device, write_line<AVALNCHE_AUD1_EN>))
MCFG_ADDRESSABLE_LATCH_Q6_OUT_CB(WRITELINE("discrete", discrete_device, write_line<AVALNCHE_AUD2_EN>))
MACHINE_CONFIG_END
MACHINE_CONFIG_START(avalnche_state::acatch_sound) // just a stub here...
MCFG_DEVICE_MODIFY("latch")
MCFG_ADDRESSABLE_LATCH_Q1_OUT_CB(NOOP) // It is attract_enable just like avalnche, but not hooked up yet.
MCFG_ADDRESSABLE_LATCH_Q4_OUT_CB(WRITELINE(*this, avalnche_state, catch_aud0_w))
MCFG_ADDRESSABLE_LATCH_Q5_OUT_CB(WRITELINE(*this, avalnche_state, catch_aud1_w))
MCFG_ADDRESSABLE_LATCH_Q6_OUT_CB(WRITELINE(*this, avalnche_state, catch_aud2_w))
MACHINE_CONFIG_END
/***************************************************************************
Catch memory audio output handlers
***************************************************************************/
WRITE_LINE_MEMBER(avalnche_state::catch_aud0_w)
{
/* Different from avalnche, it plays a sound (offset 0/1/2) on data bit 0 rising edge.
There's no indication that the game silences sound, it's probably done automatically. */
}
WRITE_LINE_MEMBER(avalnche_state::catch_aud1_w)
{
}
WRITE_LINE_MEMBER(avalnche_state::catch_aud2_w)
{
}