Added the APU Class and wired it all up ready for the maths
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224
Core/Audio/SmsApu.cs
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224
Core/Audio/SmsApu.cs
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using Core.Interfaces;
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namespace Core.Audio
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{
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public class SmsApu
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{
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// Your existing variables
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public ushort[] Registers { get; private set; } = new ushort[8];
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private int _latchedRegister = 0;
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// THE NEW CONNECTION: Where we send the audio!
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public IAudioDevice AudioDevice { get; set; }
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// --- TIMING VARIABLES ---
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private const double ClockRate = 3579545.0; // NTSC Master System speed
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private const int SampleRate = 44100; // CD-Quality Audio
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private double _cyclesPerSample = ClockRate / SampleRate;
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private double _sampleCycleTracker = 0;
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private int _psgCycleTracker = 0;
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// --- SYNTHESIZER STATE ---
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private int[] _counters = new int[4];
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private int[] _polarities = new int[4] { 1, 1, 1, 1 }; // 1 = High, -1 = Low
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private ushort _lfsr = 0x8000; // Linear Feedback Shift Register (For Noise)
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// The SN76489 Volume Table reduces amplitude by exactly 2 decibels per step.
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private static readonly float[] VolumeTable = {
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1.0f, 0.7943f, 0.6309f, 0.5011f, 0.3981f, 0.3162f, 0.2511f, 0.1995f,
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0.1584f, 0.1258f, 0.1000f, 0.0794f, 0.0630f, 0.0501f, 0.0398f, 0.0f
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};
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public SmsApu()
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{
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Registers[1] = 0x0F;
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Registers[3] = 0x0F;
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Registers[5] = 0x0F;
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Registers[7] = 0x0F;
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}
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// [KEEP YOUR EXISTING WritePort7F METHOD HERE]
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public void Update(int tStates)
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{
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for (int i = 0; i < tStates; i++)
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{
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// 1. The hardware chip only updates its wave counters every 16 CPU cycles
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_psgCycleTracker++;
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if (_psgCycleTracker >= 16)
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{
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_psgCycleTracker = 0;
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TickChannels();
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}
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// 2. We only want to generate 44,100 samples per second, not 3.58 million!
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_sampleCycleTracker++;
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if (_sampleCycleTracker >= _cyclesPerSample)
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{
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_sampleCycleTracker -= _cyclesPerSample;
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MixAndOutputSample();
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}
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}
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}
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private void TickChannels()
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{
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// --- TONE CHANNELS (0, 1, and 2) ---
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for (int i = 0; i < 3; i++)
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{
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_counters[i]--;
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if (_counters[i] <= 0)
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{
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// Reload the counter from the Tone Register.
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// HARDWARE QUIRK: A tone register of 0 acts as 1024!
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int tone = Registers[i * 2];
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_counters[i] = (tone == 0) ? 1024 : tone;
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// Flip the wave polarity! (This creates the vibration of the sound)
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_polarities[i] *= -1;
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}
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}
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// --- NOISE CHANNEL (3) ---
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_counters[3]--;
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if (_counters[3] <= 0)
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{
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// Noise rate depends on Bits 0-1 of Register 6
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int shiftRate = Registers[6] & 0x03;
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if (shiftRate == 0) _counters[3] = 0x10; // Fast
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else if (shiftRate == 1) _counters[3] = 0x20; // Medium
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else if (shiftRate == 2) _counters[3] = 0x40; // Slow
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else _counters[3] = (Registers[4] == 0) ? 1024 : Registers[4]; // Linked to Tone 2!
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// Shift the Noise LFSR
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int tappedBit = _lfsr & 1;
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_lfsr >>= 1;
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if (tappedBit == 1)
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{
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bool isWhiteNoise = (Registers[6] & 0x04) != 0;
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// The Sega Master System physically tapped bits 0 and 3 for its white noise
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if (isWhiteNoise) _lfsr ^= 0x0009;
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_lfsr |= 0x8000; // Inject the high bit
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}
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_polarities[3] = (tappedBit == 1) ? 1 : -1;
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}
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}
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private void MixAndOutputSample()
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{
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// If the UI hasn't hooked up the speakers yet, just throw the audio away!
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if (AudioDevice == null) return;
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float sample = 0f;
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// Mix Tone Channels 0, 1, 2
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for (int i = 0; i < 3; i++)
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{
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// HARDWARE QUIRK: If the tone frequency is 1 or 0, the channel outputs a
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// constant DC voltage instead of vibrating, meaning it is effectively silent.
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if (Registers[i * 2] > 1)
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{
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sample += _polarities[i] * VolumeTable[Registers[(i * 2) + 1]];
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}
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}
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// Mix Noise Channel 3
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sample += _polarities[3] * VolumeTable[Registers[7]];
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// Divide by 4 so all 4 channels together never exceed 1.0f (which would cause horrible distortion!)
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sample /= 4.0f;
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AudioDevice.AddSample(sample);
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}
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public void WritePort7F(byte value)
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{
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if ((value & 0x80) != 0)
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{
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// --- LATCH BYTE --- (Bit 7 is 1)
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// Bits 4-6 contain the Register Index (0 to 7)
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_latchedRegister = (value >> 4) & 0x07;
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// Bits 0-3 contain the lower 4 bits of data
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int data = value & 0x0F;
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if (_latchedRegister % 2 != 0 || _latchedRegister == 6)
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{
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// Volume registers (1, 3, 5, 7) and Noise Control (6) only hold 4 bits total.
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// We completely overwrite them.
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Registers[_latchedRegister] = (ushort)data;
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}
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else
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{
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// Tone registers (0, 2, 4) hold 10 bits.
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// A Latch byte ONLY overwrites the bottom 4 bits and leaves the top 6 alone!
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Registers[_latchedRegister] = (ushort)((Registers[_latchedRegister] & 0x03F0) | data);
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}
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}
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else
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{
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// --- DATA BYTE --- (Bit 7 is 0)
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// Bits 0-5 contain the upper 6 bits of data for the currently latched Tone register
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int data = value & 0x3F;
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if (_latchedRegister % 2 == 0 && _latchedRegister != 6)
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{
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// Update the top 6 bits of the 10-bit Tone register
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Registers[_latchedRegister] = (ushort)((Registers[_latchedRegister] & 0x000F) | (data << 4));
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}
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else
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{
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// If a Data Byte is sent to a Volume or Noise register, it just overwrites the lower 4 bits again
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Registers[_latchedRegister] = (ushort)(data & 0x0F);
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}
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}
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}
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}
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}
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//using System;
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//namespace Core.Audio
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//{
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// public class SmsApu
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// {
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// // The 8 internal registers of the PSG
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// // 0: Tone 0 Frequency (10 bits)
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// // 1: Tone 0 Volume (4 bits)
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// // 2: Tone 1 Frequency (10 bits)
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// // 3: Tone 1 Volume (4 bits)
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// // 4: Tone 2 Frequency (10 bits)
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// // 5: Tone 2 Volume (4 bits)
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// // 6: Noise Control (3 bits)
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// // 7: Noise Volume (4 bits)
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// public ushort[] Registers { get; private set; } = new ushort[8];
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// // Remembers which register the CPU is currently talking to
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// private int _latchedRegister = 0;
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// public SmsApu()
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// {
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// // Volumes default to 0x0F (Silence! 0 = max volume, 15 = off)
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// Registers[1] = 0x0F;
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// Registers[3] = 0x0F;
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// Registers[5] = 0x0F;
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// Registers[7] = 0x0F;
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// }
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// }
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//}
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