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sound.h
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// Helpers for direct and console interrupt sound processing
#ifndef SOUND_H
#define SOUND_H
//*********************
// direct sound chip access
//*********************
#define SOUND *((volatile unsigned char*)0x8400)
//*********************
// console sound interrupt pointers
//*********************
// pointer to load the address (in VDP or GROM) of your sound list
#define SOUND_PTR *((volatile unsigned int*)0x83cc)
// countdown byte - set to '1' to start processing on the next interrupt
// You can also read this back, if it is zero, then the list is complete.
#define SOUND_CNT *((volatile unsigned char*)0x83ce)
// Flag byte - set SOUND_VDP_MASK to indicate a sound list is in VDP instead of GROM
#define SOUND_VDP *((volatile unsigned char*)0x83fd)
#define SOUND_VDP_MASK 0x01
// Command nibbles
#define TONE1_FREQ 0x80
#define TONE1_VOL 0x90
#define TONE2_FREQ 0xA0
#define TONE2_VOL 0xB0
#define TONE3_FREQ 0xC0
#define TONE3_VOL 0xD0
#define NOISE_MODE 0xE0
#define NOISE_VOL 0xF0
//*********************
// console sound interrupt helpers (remember you still have to enable interrupts in your main loop!)
//*********************
// set the address of your sound list
inline void SET_SOUND_PTR(unsigned int x) { SOUND_PTR = x; }
// set that the sound list is in VDP
inline void SET_SOUND_VDP() { SOUND_VDP |= SOUND_VDP_MASK; }
// set that the sound list is in GROM
inline void SET_SOUND_GROM() { SOUND_VDP &= ~SOUND_VDP_MASK; }
// start processing sound list on the next interrupt
inline void START_SOUND() { SOUND_CNT = 1; }
// mute all channels
inline void MUTE_SOUND() { SOUND=TONE1_VOL|0x0f; SOUND=TONE2_VOL|0x0f; SOUND=TONE3_VOL|0x0f; SOUND=NOISE_VOL|0x0f; }
#endif /* SOUND_H */