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-rw-r--r--src/mame/audio/astrof.cpp214
1 files changed, 214 insertions, 0 deletions
diff --git a/src/mame/audio/astrof.cpp b/src/mame/audio/astrof.cpp
new file mode 100644
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--- /dev/null
+++ b/src/mame/audio/astrof.cpp
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+// license:BSD-3-Clause
+// copyright-holders:Lee Taylor
+/***************************************************************************
+
+ Astro Fighter hardware
+
+****************************************************************************/
+
+#include "emu.h"
+#include "includes/astrof.h"
+
+
+/*************************************
+ *
+ * Astro Fighter
+ *
+ *************************************/
+
+#define SAMPLE_FIRE 0
+#define SAMPLE_EKILLED 1
+#define SAMPLE_WAVE 2
+#define SAMPLE_BOSSFIRE 6
+#define SAMPLE_FUEL 7
+#define SAMPLE_DEATH 8
+#define SAMPLE_BOSSHIT 9
+#define SAMPLE_BOSSKILL 10
+
+#define CHANNEL_FIRE 0
+#define CHANNEL_EXPLOSION 1
+#define CHANNEL_WAVE 2 /* background humm */
+#define CHANNEL_BOSSFIRE 2 /* there is no background humm on the boss level */
+#define CHANNEL_FUEL 3
+
+
+WRITE8_MEMBER(astrof_state::astrof_audio_1_w)
+{
+ UINT8 rising_bits = data & ~m_port_1_last;
+
+ if (m_astrof_death_playing)
+ m_astrof_death_playing = m_samples->playing(CHANNEL_EXPLOSION);
+
+ if (m_astrof_bosskill_playing)
+ m_astrof_bosskill_playing = m_samples->playing(CHANNEL_EXPLOSION);
+
+ /* D2 - explosion */
+ if (rising_bits & 0x04)
+ {
+ /* I *know* that the effect select port will be written shortly
+ after this one, so this works */
+ m_astrof_start_explosion = 1;
+ }
+
+ /* D0,D1,D3 - background noise */
+ if ((data & 0x08) && (~m_port_1_last & 0x08))
+ {
+ int sample = SAMPLE_WAVE + (data & 3);
+ m_samples->start(CHANNEL_WAVE, sample, 1);
+ }
+
+ if ((~data & 0x08) && (m_port_1_last & 0x08))
+ m_samples->stop(CHANNEL_WAVE);
+
+ /* D4 - boss laser */
+ if ((rising_bits & 0x10) && !m_astrof_bosskill_playing)
+ m_samples->start(CHANNEL_BOSSFIRE, SAMPLE_BOSSFIRE, 0);
+
+ /* D5 - fire */
+ if ((rising_bits & 0x20) && !m_astrof_bosskill_playing)
+ m_samples->start(CHANNEL_FIRE, SAMPLE_FIRE, 0);
+
+ /* D6 - don't know. Probably something to do with the explosion sounds */
+
+ /* D7 - sound enable bit */
+ machine().sound().system_enable(data & 0x80);
+
+ m_port_1_last = data;
+}
+
+
+WRITE8_MEMBER(astrof_state::astrof_audio_2_w)
+{
+ UINT8 rising_bits = data & ~m_port_2_last;
+
+ /* D0-D2 - explosion select (triggered by D2 of the other port */
+ if (m_astrof_start_explosion)
+ {
+ /* this is really a compound effect, made up of I believe 3 sound
+ effects, but since our sample contains them all, disable playing
+ the other effects while the explosion is playing */
+
+ logerror("Explosion: %x\n", data);
+ if (data & 0x04)
+ {
+ if (!m_astrof_bosskill_playing)
+ {
+ m_samples->start(CHANNEL_EXPLOSION, SAMPLE_BOSSKILL, 0);
+ m_astrof_bosskill_playing = 1;
+ }
+ }
+ else if (data & 0x02)
+ m_samples->start(CHANNEL_EXPLOSION, SAMPLE_BOSSHIT, 0);
+ else if (data & 0x01)
+ m_samples->start(CHANNEL_EXPLOSION, SAMPLE_EKILLED, 0);
+ else
+ {
+ if (!m_astrof_death_playing)
+ {
+ m_samples->start(CHANNEL_EXPLOSION, SAMPLE_DEATH, 0);
+ m_astrof_death_playing = 1;
+ }
+ }
+
+ m_astrof_start_explosion = 0;
+ }
+
+ /* D3 - low fuel warning */
+ if (rising_bits & 0x08)
+ m_samples->start(CHANNEL_FUEL, SAMPLE_FUEL, 0);
+
+ m_port_2_last = data;
+}
+
+
+static const char *const astrof_sample_names[] =
+{
+ "*astrof",
+ "fire",
+ "ekilled",
+ "wave1",
+ "wave2",
+ "wave3",
+ "wave4",
+ "bossfire",
+ "fuel",
+ "death",
+ "bosshit",
+ "bosskill",
+ 0
+};
+
+MACHINE_CONFIG_FRAGMENT( astrof_audio )
+ MCFG_SPEAKER_STANDARD_MONO("mono")
+ MCFG_SOUND_ADD("samples", SAMPLES, 0)
+ MCFG_SAMPLES_CHANNELS(4)
+ MCFG_SAMPLES_NAMES(astrof_sample_names)
+ MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.50)
+MACHINE_CONFIG_END
+
+
+
+/*************************************
+ *
+ * Space Fighter
+ *
+ *************************************/
+
+WRITE8_MEMBER(astrof_state::spfghmk2_audio_w)
+{
+ /* nothing yet */
+}
+
+
+MACHINE_CONFIG_FRAGMENT( spfghmk2_audio )
+ /* nothing yet */
+MACHINE_CONFIG_END
+
+
+
+/*************************************
+ *
+ * Tomahawk
+ *
+ *************************************/
+
+WRITE8_MEMBER(astrof_state::tomahawk_audio_w)
+{
+ /* D0 - sonar */
+
+ /* D1 - UFO explosion */
+
+ /* D2 - morse */
+
+ /* D3 - missile */
+
+ /* D4 - UFO */
+
+ /* D5 - UFO under water */
+ m_sn->enable_w((~data >> 5) & 0x01);
+
+ /* D6 - explosion */
+
+ /* D7 - sound enable bit */
+ machine().sound().system_enable(data & 0x80);
+}
+
+
+MACHINE_CONFIG_FRAGMENT( tomahawk_audio )
+ MCFG_SPEAKER_STANDARD_MONO("mono")
+ MCFG_SOUND_ADD("snsnd", SN76477, 0)
+ MCFG_SN76477_NOISE_PARAMS(0, 0, 0) // noise + filter: N/C
+ MCFG_SN76477_DECAY_RES(0) // decay_res N/C
+ MCFG_SN76477_ATTACK_PARAMS(0, 0) // attack_decay_cap + attack_res: N/C
+ MCFG_SN76477_AMP_RES(RES_K(47)) // amplitude_res
+ MCFG_SN76477_FEEDBACK_RES(RES_K(47)) // feedback_res
+ MCFG_SN76477_VCO_PARAMS(0, CAP_U(0.033), RES_K(33)) // VCO volt + cap + res
+ MCFG_SN76477_PITCH_VOLTAGE(5.0) // pitch_voltage
+ MCFG_SN76477_SLF_PARAMS(CAP_U(2.2), RES_K(47)) // slf caps + res
+ MCFG_SN76477_ONESHOT_PARAMS(0, 0) // oneshot caps + res: N/C
+ MCFG_SN76477_VCO_MODE(1) // VCO mode
+ MCFG_SN76477_MIXER_PARAMS(0, 0, 0) // mixer A, B, C
+ MCFG_SN76477_ENVELOPE_PARAMS(0, 0) // envelope 1, 2
+ MCFG_SN76477_ENABLE(1) // enable
+ MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
+MACHINE_CONFIG_END