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-rw-r--r--src/mame/audio/spacefb.c96
1 files changed, 96 insertions, 0 deletions
diff --git a/src/mame/audio/spacefb.c b/src/mame/audio/spacefb.c
new file mode 100644
index 00000000000..b75b9c95ea1
--- /dev/null
+++ b/src/mame/audio/spacefb.c
@@ -0,0 +1,96 @@
+/***************************************************************************
+
+ 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