| Commit message (Collapse) | Author | Age | Files | Lines |
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(#12822)
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Significant internal changes to sound streams:
Abstracted buffers of sound data into an internal stream_buffer class, with helper classes read_stream_view and write_stream_view which offer readable/writable "views" into the buffers
Internal sound calculations are all done using stream_buffer::sample_t, which is a 32-bit float; existing callbacks are supported through an adapter that converts to/from signed 32-bit integers
Improved behavior of dynamic stream sample rate changes to resample a short runway of data to preserve continuity across transitions
Created a new stream update callback which passes a std::vector of read_stream_views for inputs, and a std::vector of write_stream_views for outputs
Updated core mixer and speaker devices to the new stream update callback
Updated the following sound cores to the new stream update callback: ay8910, dac, k054539, msm5205, namco, netlist, okim6295, pokey, samples, sn76496, sp0250, tms5220, tms57002, upd7759, vgm_visualizer, volt_reg
Changed existing stream update callback to make inputs explicitly const and the output pointers const as well, since they are re-used across calls; fixed several engines that violated this rule
Sound_manager::stream_alloc can no longer automatically connect to a device's sound_stream_update callback; instead, the stream_alloc() on the sound_device_interface should be called; updated many violators of this rule
Streams can be created with SAMPLE_RATE_OUTPUT_ADAPTIVE, which dynamically tracks the sample rate of its first downstream output, or with SAMPLE_RATE_INPUT_ADAPTIVE, which tracks the sample rate of its first input
Changed resampling to be a separate sound_stream that is invoked as needed, opening the path for selectable resampling implementations
Added a flags parameter to the new stream allocation method that allows you to specify a that input streams should not be resampled
Exposed stream_input and stream_output classes directly, simplifying access to user gains and stream names
Added a simple dynamic compressor to sound_manager to provide nicer results when overdriven sound happens; compression does not affect speaker_report results
Improved verbose speaker_report to print a graph of peaks over time
More aggressive debugging enabled for now even in release builds (should be disabled prior to next release) via SOUND_DEBUG define in sound.h; report any assertions for fixing
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-sound/awacs, dave, es5503, i5000, k005289, mas3507d, segapcm, ta7630: Removed MCFG macros. [Ryan Holtz]
-drivers/40love, buggychl, ep64, flstory, mquake, msisaac, nemesis, rabbit, segahang, segaorun,
segaxbd, segaybd, tmmjprd: Removed MACHINE_CONFIG macros. [Ryan Holtz]
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+ removed some duplication
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significant change, so please pay attention.
The core changes are:
* Short name, full name and source file are no longer members of device_t, they are part of the device type
* MACHINE_COFIG_START no longer needs a driver class
* MACHINE_CONFIG_DERIVED_CLASS is no longer necessary
* Specify the state class you want in the GAME/COMP/CONS line
* The compiler will work out the base class where the driver init member is declared
* There is one static device type object per driver rather than one per machine configuration
Use DECLARE_DEVICE_TYPE or DECLARE_DEVICE_TYPE_NS to declare device type.
* DECLARE_DEVICE_TYPE forward-declares teh device type and class, and declares extern object finders.
* DECLARE_DEVICE_TYPE_NS is for devices classes in namespaces - it doesn't forward-declare the device type.
Use DEFINE_DEVICE_TYPE or DEFINE_DEVICE_TYPE_NS to define device types.
* These macros declare storage for the static data, and instantiate the device type and device finder templates.
The rest of the changes are mostly just moving stuff out of headers that shouldn't be there, renaming stuff for consistency, and scoping stuff down where appropriate.
Things I've actually messed with substantially:
* More descriptive names for a lot of devices
* Untangled the fantasy sound from the driver state, which necessitates breaking up sound/flip writes
* Changed DECO BSMT2000 ready callback into a device delegate
* Untangled Microprose 3D noise from driver state
* Used object finders for CoCo multipak, KC85 D002, and Irem sound subdevices
* Started to get TI-99 stuff out of the TI-990 directory and arrange bus devices properly
* Started to break out common parts of Samsung ARM SoC devices
* Turned some of FM, SID, SCSP DSP, EPIC12 and Voodoo cores into something resmbling C++
* Tried to make Z180 table allocation/setup a bit safer
* Converted generic keyboard/terminal to not use WRITE8 - space/offset aren't relevant
* Dynamically allocate generic terminal buffer so derived devices (e.g. teleprinter) can specify size
* Imporved encapsulation of Z80DART channels
* Refactored the SPC7110 bit table generator loop to make it more readable
* Added wrappers for SNES PPU operations so members can be made protected
* Factored out some boilerplate for YM chips with PSG
* toaplan2 gfx
* stic/intv resolution
* Video System video
* Out Run/Y-board sprite alignment
* GIC video hookup
* Amstrad CPC ROM box members
* IQ151 ROM cart region
* MSX cart IRQ callback resolution time
* SMS passthrough control devices starting subslots
I've smoke-tested several drivers, but I've probably missed something. Things I've missed will likely blow up spectacularly with failure to bind errors and the like. Let me know if there's more subtle breakage (could have happened in FM or Voodoo).
And can everyone please, please try to keep stuff clean. In particular, please stop polluting the global namespace. Keep things out of headers that don't need to be there, and use things that can be scoped down rather than macros.
It feels like an uphill battle trying to get this stuff under control while more of it's added.
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Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
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SHA-1: 1f90ceab075c4869298e963bf0a14a0aac2f1caa
* tags are now strings (nw)
fix start project for custom builds in Visual Studio (nw)
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fix start project for custom builds in Visual Studio (nw)
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