/*************************************************************************
audio\sprint4.c
*************************************************************************/
#include "driver.h"
#include "sprint4.h"
#include "sound/discrete.h"
/************************************************************************
* sprint4 Sound System Analog emulation
*
* R/C labels in the comments are from the player 1 circuits of Sprint 4.
*
* Mar 2007, D.R.
************************************************************************/
#define SPRINT4_2V (15750.0/4)
static const discrete_lfsr_desc sprint4_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 not inverted */
15 /* Output bit */
};
static const discrete_dac_r1_ladder sprint4_motor_freq_DAC =
{
4, /* size */
{ RES_M(2.2), /* R20 */
RES_M(1), /* R23 */
RES_K(470), /* R22 */
RES_K(220) }, /* R21 */
5.0 - 0.6, /* 5V - CR1 junction voltage */
RES_K(68), /* R24 */
0, /* no rGnd */
CAP_U(2.2) /* C28 */
};
#define SPRINT4_MOTOR_OUT_RES (1.0 / (1.0 / RES_K(10) + 1.0 / RES_K(10) + 1.0 / RES_K(10)))
static const discrete_dac_r1_ladder sprint4_motor_out_DAC =
{
4, /* size */
{ RES_K(10), /* R76 */
0, /* not connected */
RES_K(10), /* R77 */
RES_K(10) }, /* R75 */
0, /* no vBias */
0, /* no rBias */
0, /* no rGnd */
CAP_U(0.1) /* C47 */
};
#define SPRINT4_BANG_RES (1.0 / (1.0 / RES_K(8.2) + 1.0 / RES_K(3.9) + 1.0 / RES_K(2.2) + 1.0 / RES_K(1)))
static const discrete_dac_r1_ladder sprint4_bang_DAC =
{
4, /* size */
{ RES_K(8.2), /* R19 */
RES_K(3.9), /* R18 */
RES_K(2.2), /* R17 */
RES_K(1) }, /* R16 */
0, /* no vBias */
0, /* no rBias */
0, /* no rGnd */
CAP_U(0.1) /* C32 */
};
static const discrete_555_cc_desc sprint4_motor_vco =
{
DISC_555_OUT_DC | DISC_555_OUT_SQW,
5, // B+ voltage of 555
DEFAULT_555_VALUES,
5, // B+ voltage of the Constant Current source
0.7 // Q1 junction voltage
};
/* this will make 4 slightly different screech circuits due to part tolerance */
/* otherwise they would all sound identical */
#define SPRINT4_SCREECH_CIRCUIT(_plr) \
static const discrete_schmitt_osc_desc sprint4_screech_osc_##_plr = \
{ \
RES_K(1), /* R65 */ \
100, /* R64 */ \
CAP_U(10) + CAP_U((_plr-2) * .2), /* C44 */ \
DEFAULT_7414_VALUES, \
DISC_SCHMITT_OSC_IN_IS_LOGIC | DISC_SCHMITT_OSC_ENAB_IS_AND \
};
SPRINT4_SCREECH_CIRCUIT(1)
SPRINT4_SCREECH_CIRCUIT(2)
SPRINT4_SCREECH_CIRCUIT(3)
SPRINT4_SCREECH_CIRCUIT(4)
static const discrete_mixer_desc sprint4_mixer =
{
DISC_MIXER_IS_RESISTOR,
{ RES_K(10) + SPRINT4_MOTOR_OUT_RES, /* R105 */
RES_K(10) + SPRINT4_MOTOR_OUT_RES, /* R106 */
RES_K(10) + SPRINT4_BANG_RES, /* R104 */
RES_K(47), /* R102 */
RES_K(47) }, /* R103 */
{ 0 }, /* no rNode{} */
{ 0 }, /* no c{} */
0, /* no rI */
RES_K(5), /* R109 */
0, /* no cF */
CAP_U(0.1), /* C51 */
0, /* vRef = Gnd */
1 /* gain */
};
/* discrete sound output nodes */
#define SPRINT4_MOTOR_SND_1 NODE_11
#define SPRINT4_MOTOR_SND_2 NODE_12
#define SPRINT4_MOTOR_SND_3 NODE_13
#define SPRINT4_MOTOR_SND_4 NODE_14
#define SPRINT4_SCREECH_SND_1 NODE_15
#define SPRINT4_SCREECH_SND_2 NODE_16
#define SPRINT4_SCREECH_SND_3 NODE_17
#define SPRINT4_SCREECH_SND_4 NODE_18
#define SPRINT4_BANG_SND NODE_19
#define SPRINT4_NOISE NODE_20
#define SPRINT4_FINAL_MIX_1_2 NODE_21
#define SPRINT4_FINAL_MIX_3_4 NODE_22
#define SPRINT4_ATTRACT_INV NODE_23
/* setup the attract input and it's inverse */
#define SPRINT4_ATTRACT \
DISCRETE_INPUT_NOT(SPRINT4_ATTRACT_EN) \
DISCRETE_LOGIC_INVERT(SPRINT4_ATTRACT_INV, 1, SPRINT4_ATTRACT_EN)
/* port tags used for the discrete adjusters */
#define SPRINT4_MOTOR_TAG_1 "MOTOR1"
#define SPRINT4_MOTOR_TAG_2 "MOTOR2"
#define SPRINT4_MOTOR_TAG_3 "MOTOR3"
#define SPRINT4_MOTOR_TAG_4 "MOTOR4"
/* used to offset the motor nodes based on the player so the nodes do not overlap */
/* _plr must be 1, 2, 3, or 4 */
/* so it uses NODES_30 to NODE_69 */
#define SPRINT4_PLAYER_MOTOR_NODE(_node, _plr) NODE_20 + 10 * _plr + _node
/************************************************
* Motor sound
*
* complete motor effects for each player
* _plr must be 1, 2, 3, or 4
************************************************/
#define SPRINT4_PLAYER_MOTOR(_plr) \
DISCRETE_INPUTX_DATA(SPRINT4_MOTOR_DATA_##_plr, \
-1, 0x0f, 0) /* latch IC D8 inverts the data */ \
DISCRETE_DAC_R1(SPRINT4_PLAYER_MOTOR_NODE(1, _plr), \
1, /* ENAB */ \
SPRINT4_MOTOR_DATA_##_plr, /* DATA */ \
DEFAULT_TTL_V_LOGIC_1, /* VDATA */ \
&sprint4_motor_freq_DAC) /* LADDER */ \
DISCRETE_ADJUSTMENT_TAG(SPRINT4_PLAYER_MOTOR_NODE(2, _plr), \
1, /* ENAB */ \
RES_K(10) + RES_K(250), /* MIN */ \
RES_K(10), /* MAX */ \
DISC_LOGADJ, /* LOGLIN */ \
SPRINT4_MOTOR_TAG_##_plr) /* PORT TAG */ \
DISCRETE_555_CC(SPRINT4_PLAYER_MOTOR_NODE(3, _plr), /* IC D8, pin 3 */ \
1, /* RESET */ \
SPRINT4_PLAYER_MOTOR_NODE(1, _plr), /* VIN */ \
SPRINT4_PLAYER_MOTOR_NODE(2, _plr), /* R */ \
CAP_U(0.01), /* C34 */ \
RES_M(3.3), /* R42 */ \
0, /* no RGND */ \
0, /* no RDIS */ \
&sprint4_motor_vco) /* OPTIONS */ \
DISCRETE_COUNTER_7492(SPRINT4_PLAYER_MOTOR_NODE(4, _plr), /* IC D9, pins 11,9,8 */ \
1, /* ENAB */ \
SPRINT4_ATTRACT_EN, /* RESET */ \
SPRINT4_PLAYER_MOTOR_NODE(3, _plr)) /* CLK */ \
DISCRETE_TRANSFORM3(SPRINT4_PLAYER_MOTOR_NODE(5, _plr), /* IC B10, pin 3 */ \
1, /* ENAB */ \
SPRINT4_PLAYER_MOTOR_NODE(4, _plr), /* INP0 */ \
0x01, /* INP1 */ \
0x04, /* INP2 */ \
"01&02&2/^") /* XOR QA and QC */ \
DISCRETE_COUNTER(SPRINT4_PLAYER_MOTOR_NODE(6, _plr), /* IC D9, pin 12 */ \
1, /* ENAB */ \
SPRINT4_ATTRACT_EN, /* RESET */ \
SPRINT4_PLAYER_MOTOR_NODE(5, _plr), /* CLK */ \
1, /* MAX */ \
DISC_COUNT_UP, /* DIR */ \
0, /* INIT0 */ \
DISC_CLK_ON_F_EDGE) /* CLKTYPE */ \
DISCRETE_TRANSFORM3(SPRINT4_PLAYER_MOTOR_NODE(7, _plr), /* */ \
1, /* ENAB */ \
SPRINT4_PLAYER_MOTOR_NODE(4, _plr), /* INP0 */ \
SPRINT4_PLAYER_MOTOR_NODE(6, _plr), /* INP1 */ \
0x08, /* INP2 */ \
"012*+") /* join 7492 bits together */ \
DISCRETE_DAC_R1(SPRINT4_MOTOR_SND_##_plr, \
1, /* ENAB */ \
SPRINT4_PLAYER_MOTOR_NODE(7, _plr), /* DATA */ \
DEFAULT_TTL_V_LOGIC_1, /* VDATA */ \
&sprint4_motor_out_DAC) /* LADDER */
/************************************************
* Bang sound
************************************************/
#define SPRINT4_BANG \
DISCRETE_LFSR_NOISE(SPRINT4_NOISE, \
1, /* ENAB */ \
SPRINT4_ATTRACT_INV, /* RESET */ \
SPRINT4_2V, /* CLK */ \
1, /* AMPL */ \
0, /* FEED */ \
1.0/2, /* BIAS */ \
&sprint4_lfsr) /* LFSRTB */ \
DISCRETE_INPUT_DATA(SPRINT4_BANG_DATA) \
DISCRETE_ONOFF(NODE_70, /* IC F7 */ \
SPRINT4_NOISE, /* ENAB */ \
SPRINT4_BANG_DATA) /* INP0 */ \
DISCRETE_DAC_R1(SPRINT4_BANG_SND, \
1, /* ENAB */ \
NODE_70, /* DATA */ \
DEFAULT_TTL_V_LOGIC_1, /* VDATA */ \
&sprint4_bang_DAC) /* LADDER */
/************************************************
* Screech sound
*
* Complete screech effects for each player.
* This must follow the Bang sound code because
* it uses the bang noise source.
* _plr must be 1, 2, 3, or 4
************************************************/
#define SPRINT4_PLAYER_SCREECH(_plr) \
DISCRETE_INPUT_LOGIC(SPRINT4_SCREECH_EN_##_plr) \
DISCRETE_SCHMITT_OSCILLATOR(SPRINT4_SCREECH_SND_##_plr, \
SPRINT4_SCREECH_EN_##_plr, /* ENAB */ \
SPRINT4_NOISE, /* INP0 */ \
DEFAULT_TTL_V_LOGIC_1, /* AMPL */ \
&sprint4_screech_osc_##_plr) /* TABLE */
/************************************************
* Final mixer
* _plr_a must be 1 and _plr_b must be 2
* or
* _plr_a must be 3 and _plr_b must be 4
************************************************/
#define SPRINT4_MIXER(_plr_a, _plr_b, _gain) \
DISCRETE_MIXER5(SPRINT4_FINAL_MIX_##_plr_a##_##_plr_b, \
1, /* ENAB */ \
SPRINT4_MOTOR_SND_##_plr_a, /* IN0 */ \
SPRINT4_MOTOR_SND_##_plr_b, /* IN1 */ \
SPRINT4_BANG_SND, /* IN2 */ \
SPRINT4_SCREECH_SND_##_plr_a, /* IN3 */ \
SPRINT4_SCREECH_SND_##_plr_b, /* IN4 */ \
&sprint4_mixer) /* INFO */ \
DISCRETE_OUTPUT(SPRINT4_FINAL_MIX_##_plr_a##_##_plr_b, _gain)
DISCRETE_SOUND_START(sprint4)
SPRINT4_ATTRACT
SPRINT4_PLAYER_MOTOR(1)
SPRINT4_PLAYER_MOTOR(2)
SPRINT4_PLAYER_MOTOR(3)
SPRINT4_PLAYER_MOTOR(4)
SPRINT4_BANG
SPRINT4_PLAYER_SCREECH(1)
SPRINT4_PLAYER_SCREECH(2)
SPRINT4_PLAYER_SCREECH(3)
SPRINT4_PLAYER_SCREECH(4)
SPRINT4_MIXER(1, 2, 30000)
SPRINT4_MIXER(3, 4, 30000)
DISCRETE_SOUND_END
DISCRETE_SOUND_START(ultratnk)
SPRINT4_ATTRACT
SPRINT4_PLAYER_MOTOR(1)
SPRINT4_PLAYER_MOTOR(2)
SPRINT4_BANG
SPRINT4_PLAYER_SCREECH(1)
SPRINT4_PLAYER_SCREECH(2)
SPRINT4_MIXER(1, 2, 30000)
DISCRETE_SOUND_END