/***************************************************************************
Space Firebird hardware
****************************************************************************/
#include "driver.h"
#include "cpu/i8039/i8039.h"
#include "sound/dac.h"
#include "sound/samples.h"
#include "includes/spacefb.h"
static UINT8 spacefb_sound_latch;
READ8_HANDLER( spacefb_audio_p2_r )
{
return (spacefb_sound_latch & 0x18) << 1;
}
READ8_HANDLER( spacefb_audio_t0_r )
{
return spacefb_sound_latch & 0x20;
}
READ8_HANDLER( spacefb_audio_t1_r )
{
return spacefb_sound_latch & 0x04;
}
WRITE8_HANDLER( spacefb_port_1_w )
{
cpunum_set_input_line(1, 0, (data & 0x02) ? CLEAR_LINE : ASSERT_LINE);
/* enemy killed */
if (!(data & 0x01) && (spacefb_sound_latch & 0x01)) sample_start(0,0,0);
/* ship fire */
if (!(data & 0x40) && (spacefb_sound_latch & 0x40)) sample_start(1,1,0);
/*
* Explosion Noise
*
* Actual sample has a bit of attack at the start, but these doesn't seem to be an easy way
* to play the attack part, then loop the middle bit until the sample is turned off
* Fortunately it seems like the recorded sample of the spaceship death is the longest the sample plays for.
* We loop it just in case it runs out
*/
if ((data & 0x80) != (spacefb_sound_latch & 0x80))
{
if (data & 0x80)
/* play decaying noise */
sample_start(2,3,0);
else
/* start looping noise */
sample_start(2,2,1);
}
spacefb_sound_latch = data;
}
static const char *spacefb_sample_names[] =
{
"*spacefb",
"ekilled.wav",
"shipfire.wav",
"explode1.wav",
"explode2.wav",
0
};
static struct Samplesinterface spacefb_samples_interface =
{
3,
spacefb_sample_names
};
MACHINE_DRIVER_START( spacefb_audio )
MDRV_SPEAKER_STANDARD_MONO("mono")
MDRV_SOUND_ADD(DAC, 0)
MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.50)
MDRV_SOUND_ADD(SAMPLES, 0)
MDRV_SOUND_CONFIG(spacefb_samples_interface)
MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
MACHINE_DRIVER_END