// license:BSD-3-Clause // copyright-holders:Derrick Renaud /************************************************************************* audio\sprint4.c *************************************************************************/ #include "emu.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, 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, 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), \ SPRINT4_MOTOR_DATA_##_plr, /* DATA */ \ DEFAULT_TTL_V_LOGIC_1, /* VDATA */ \ &sprint4_motor_freq_DAC) /* LADDER */ \ DISCRETE_ADJUSTMENT(SPRINT4_PLAYER_MOTOR_NODE(2, _plr), \ 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 */ \ DISC_CLK_ON_F_EDGE) \ DISCRETE_TRANSFORM3(SPRINT4_PLAYER_MOTOR_NODE(5, _plr), /* IC B10, pin 3 */ \ 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 */ \ 0, 1, /* MIN, MAX */ \ DISC_COUNT_UP, /* DIR */ \ 0, /* INIT0 */ \ DISC_CLK_ON_F_EDGE) /* CLKTYPE */ \ DISCRETE_TRANSFORM3(SPRINT4_PLAYER_MOTOR_NODE(7, _plr), /* */ \ 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, \ 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, \ 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_discrete) 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_discrete) 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