/*************************************************************************** generic.c Generic simple sound functions. Copyright Nicola Salmoria and the MAME Team. Visit http://mamedev.org for licensing and usage restrictions. ***************************************************************************/ #include "driver.h" #include "generic.h" /*************************************************************************** TYPE DEFINITIONS ***************************************************************************/ struct _generic_audio_private { UINT16 latch_clear_value; UINT16 latched_value[4]; UINT8 latch_read[4]; }; /*************************************************************************** INITIALIZATION ***************************************************************************/ /*------------------------------------------------- generic_sound_init - initialize globals and register for save states -------------------------------------------------*/ int generic_sound_init(running_machine *machine) { generic_audio_private *state; state = machine->generic_audio_data = auto_alloc_clear(machine, generic_audio_private); /* register globals with the save state system */ state_save_register_global_array(machine, state->latched_value); state_save_register_global_array(machine, state->latch_read); return 0; } /*************************************************************************** Many games use a master-slave CPU setup. Typically, the main CPU writes a command to some register, and then writes to another register to trigger an interrupt on the slave CPU (the interrupt might also be triggered by the first write). The slave CPU, notified by the interrupt, goes and reads the command. ***************************************************************************/ /*------------------------------------------------- latch_callback - time-delayed callback to set a latch value -------------------------------------------------*/ static TIMER_CALLBACK( latch_callback ) { generic_audio_private *state = machine->generic_audio_data; UINT16 value = param >> 8; int which = param & 0xff; /* if the latch hasn't been read and the value is changed, log a warning */ if (!state->latch_read[which] && state->latched_value[which] != value) logerror("Warning: sound latch %d written before being read. Previous: %02x, new: %02x\n", which, state->latched_value[which], value); /* store the new value and mark it not read */ state->latched_value[which] = value; state->latch_read[which] = 0; } /*------------------------------------------------- latch_w - handle a write to a given latch -------------------------------------------------*/ INLINE void latch_w(const address_space *space, int which, UINT16 value) { timer_call_after_resynch(space->machine, NULL, which | (value << 8), latch_callback); } /*------------------------------------------------- latch_r - handle a read from a given latch -------------------------------------------------*/ INLINE UINT16 latch_r(const address_space *space, int which) { generic_audio_private *state = space->machine->generic_audio_data; state->latch_read[which] = 1; return state->latched_value[which]; } /*------------------------------------------------- latch_clear - clear a given latch -------------------------------------------------*/ INLINE void latch_clear(const address_space *space, int which) { generic_audio_private *state = space->machine->generic_audio_data; state->latched_value[which] = state->latch_clear_value; } /*------------------------------------------------- soundlatch_w - global write handlers for writing to sound latches -------------------------------------------------*/ WRITE8_HANDLER( soundlatch_w ) { latch_w(space, 0, data); } WRITE16_HANDLER( soundlatch_word_w ) { latch_w(space, 0, data); } WRITE8_HANDLER( soundlatch2_w ) { latch_w(space, 1, data); } WRITE16_HANDLER( soundlatch2_word_w ) { latch_w(space, 1, data); } WRITE8_HANDLER( soundlatch3_w ) { latch_w(space, 2, data); } WRITE16_HANDLER( soundlatch3_word_w ) { latch_w(space, 2, data); } WRITE8_HANDLER( soundlatch4_w ) { latch_w(space, 3, data); } WRITE16_HANDLER( soundlatch4_word_w ) { latch_w(space, 3, data); } /*------------------------------------------------- soundlatch_r - global read handlers for reading from sound latches -------------------------------------------------*/ READ8_HANDLER( soundlatch_r ) { return latch_r(space, 0); } READ16_HANDLER( soundlatch_word_r ) { return latch_r(space, 0); } READ8_HANDLER( soundlatch2_r ) { return latch_r(space, 1); } READ16_HANDLER( soundlatch2_word_r ) { return latch_r(space, 1); } READ8_HANDLER( soundlatch3_r ) { return latch_r(space, 2); } READ16_HANDLER( soundlatch3_word_r ) { return latch_r(space, 2); } READ8_HANDLER( soundlatch4_r ) { return latch_r(space, 3); } READ16_HANDLER( soundlatch4_word_r ) { return latch_r(space, 3); } /*------------------------------------------------- soundlatch_clear_w - global write handlers for clearing sound latches -------------------------------------------------*/ WRITE8_HANDLER( soundlatch_clear_w ) { latch_clear(space, 0); } WRITE8_HANDLER( soundlatch2_clear_w ) { latch_clear(space, 1); } WRITE8_HANDLER( soundlatch3_clear_w ) { latch_clear(space, 2); } WRITE8_HANDLER( soundlatch4_clear_w ) { latch_clear(space, 3); } /*------------------------------------------------- soundlatch_setclearedvalue - set the "clear" value for all sound latches -------------------------------------------------*/ void soundlatch_setclearedvalue(running_machine *machine, int value) { generic_audio_private *state = machine->generic_audio_data; assert_always(mame_get_phase(machine) == MAME_PHASE_INIT, "Can only call soundlatch_setclearedvalue at init time!"); state->latch_clear_value = value; }