1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
// license:BSD-3-Clause
// copyright-holders:Frank Palazzolo
#include "emu.h"
#include "includes/blockade.h"
#include "sound/discrete.h"
#include "sound/samples.h"
#define BLOCKADE_LOG 0
/*
* This still needs the noise generator stuff,
* along with proper mixing and volume control
*/
#define BLOCKADE_NOTE_DATA NODE_01
#define BLOCKADE_NOTE NODE_02
DISCRETE_SOUND_START(blockade)
DISCRETE_INPUT_DATA (BLOCKADE_NOTE_DATA)
/************************************************/
/* Note sound is created by a divider circuit. */
/* The master clock is the 93681.5 Hz, from the */
/* 555 oscillator. This is then sent to a */
/* preloadable 8 bit counter, which loads the */
/* value from OUT02 when overflowing from 0xFF */
/* to 0x00. Therefore it divides by 2 (OUT02 */
/* = FE) to 256 (OUT02 = 00). */
/* There is also a final /2 stage. */
/* Note that there is no music disable line. */
/* When there is no music, the game sets the */
/* oscillator to 0Hz. (OUT02 = FF) */
/************************************************/
DISCRETE_NOTE(BLOCKADE_NOTE, 1, 93681.5, BLOCKADE_NOTE_DATA, 255, 1, DISC_CLK_IS_FREQ | DISC_OUT_IS_ENERGY)
DISCRETE_CRFILTER(NODE_10, BLOCKADE_NOTE, RES_K(35), CAP_U(.01))
DISCRETE_OUTPUT(NODE_10, 7500)
DISCRETE_SOUND_END
WRITE8_MEMBER(blockade_state::blockade_sound_freq_w)
{
m_discrete->write(space,BLOCKADE_NOTE_DATA, data);
return;
}
WRITE8_MEMBER(blockade_state::blockade_env_on_w)
{
if (BLOCKADE_LOG) osd_printf_debug("Boom Start\n");
m_samples->start(0,0);
return;
}
WRITE8_MEMBER(blockade_state::blockade_env_off_w)
{
if (BLOCKADE_LOG) osd_printf_debug("Boom End\n");
return;
}
const char *const blockade_sample_names[] =
{
"*blockade",
"boom",
0
};
|