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redclash: add player shoot sample
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86d08c090d
commit
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3 changed files with 69 additions and 32 deletions
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@ -2,23 +2,21 @@
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// copyright-holders:Aaron Giles
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/***************************************************************************
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samples.c
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Sound device for sample playback.
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****************************************************************************
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Playback of pre-recorded samples. Used for high-level simulation of
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discrete sound circuits where proper low-level simulation isn't
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available. Also used for tape loops and similar.
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Playback of pre-recorded samples. Used for high-level simulation of discrete
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sound circuits where proper low-level simulation isn't available. Also used
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for tape loops and similar.
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Current limitations
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- Only supports single channel samples!
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Considerations
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- Maybe this should be part of the presentation layer
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(artwork etc.) with samples specified in .lay files instead of
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in drivers?
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TODO:
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- Only supports single channel samples!
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- When mame.ini samplerate is close to the loaded sample(s) samplerate,
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(eg. 48000, with 44100Hz samples), things can sound quite bad. This is
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more an issue in sound.cpp resampler, not this device.
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- Maybe this should be part of the presentation layer (artwork etc.)
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with samples specified in .lay files instead of in drivers?
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***************************************************************************/
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@ -2,8 +2,6 @@
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// copyright-holders:Aaron Giles
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/***************************************************************************
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samples.h
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Sound device for sample playback.
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***************************************************************************/
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@ -17,9 +17,11 @@ TODO:
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scrolling at the same speed as the stars, it's used in canyon parts and during the
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big ufo explosion
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- redclash canyon level, a gap sometimes appears on the right side, maybe BTANB
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- replace zerohour samples with netlist audio (schematics available)
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- zerohour should play a beep when an orange asteroid is shot, missing sample?
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- add redclash samples or netlist audio (eg. player shot sound, explosions)
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- replace samples with netlist audio (schematics available for zerohour)
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- zerohour should play a beep when an orange asteroid is shot (not sure if it's
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worth simulating this, netlist would auto solve this problem)
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- does redclash have more triggered sounds? according to a pcb video, it only
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has the player shot sound, no explosions (not counting the beeper)
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- redclash beeper frequency range should be higher, but it can't be solved with a
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simple multiply calculation. Besides, anything more than right now and ears will
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be destroyed, so maybe the sound is softer(filtered)
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@ -101,10 +103,11 @@ protected:
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required_device<palette_device> m_palette;
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required_device<gfxdecode_device> m_gfxdecode;
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required_device<zerohour_stars_device> m_stars;
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optional_device<samples_device> m_samples;
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required_device<samples_device> m_samples;
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tilemap_t *m_fg_tilemap = nullptr;
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int m_sound_on = 0;
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int m_sample_asteroid = 0;
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int m_gfxbank = 0; // redclash only
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};
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@ -129,6 +132,7 @@ private:
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DECLARE_WRITE_LINE_MEMBER(gfxbank_w);
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void background_w(u8 data);
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void beeper_w(u8 data);
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DECLARE_WRITE_LINE_MEMBER(redclash_sample_w);
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void redclash_map(address_map &map);
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@ -155,6 +159,7 @@ void zerohour_state::init_zerohour()
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void zerohour_state::machine_start()
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{
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save_item(NAME(m_sound_on));
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save_item(NAME(m_sample_asteroid));
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}
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void redclash_state::machine_start()
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@ -438,16 +443,23 @@ u32 redclash_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, c
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static const char *const zerohour_sample_names[] =
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{
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"*zerohour",
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"zh0",
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"zh1",
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"zh2",
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"zh3",
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"zh4",
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"zh5",
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"zh6",
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"zh7",
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"zh8",
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"zh9",
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"shoot",
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"asteroid_hit_1",
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"asteroid_hit_2",
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"enemy_descend",
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"shield_hit",
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"player_dies",
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"enemy_fire",
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"bonus_warn",
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"thrust",
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"coin",
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nullptr
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};
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static const char *const redclash_sample_names[] =
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{
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"*redclash",
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"shoot",
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nullptr
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};
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@ -467,14 +479,37 @@ WRITE_LINE_MEMBER(redclash_state::sound_enable_w)
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template <unsigned N> WRITE_LINE_MEMBER(zerohour_state::sample_w)
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{
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int sample = N;
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// asteroid hit sample alternates on each trigger
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if (state && N == 1)
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{
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sample += m_sample_asteroid & 1;
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m_sample_asteroid ^= 1;
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}
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// trigger 2 appears to be a modifier for asteroid hit, white noise is masked with pulse wave
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if (N == 2)
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{
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// TODO
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return;
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}
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if (m_sound_on && state)
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m_samples->start(N, N);
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m_samples->start(N, sample);
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// thrust sound is level-triggered
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else if (N == 8)
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m_samples->stop(N);
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}
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WRITE_LINE_MEMBER(redclash_state::redclash_sample_w)
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{
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// only one sample
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if (m_sound_on && state)
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m_samples->start(0, 0);
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}
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void redclash_state::beeper_w(u8 data)
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{
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// beeper frequency (0xff is off), preliminary
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@ -820,14 +855,20 @@ void redclash_state::redclash(machine_config &config)
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m_stars->has_va_bit(false);
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// sound hardware
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m_outlatch[0]->q_out_cb<0>().set(FUNC(redclash_state::redclash_sample_w));
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m_outlatch[1]->q_out_cb<2>().set(FUNC(redclash_state::sound_enable_w));
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SPEAKER(config, "mono").front_center();
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SPEAKER_SOUND(config, m_beep).add_route(ALL_OUTPUTS, "mono", 0.25);
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SPEAKER_SOUND(config, m_beep).add_route(ALL_OUTPUTS, "mono", 0.2);
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CLOCK(config, m_beep_clock, 0);
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m_beep_clock->signal_handler().set(m_beep, FUNC(speaker_sound_device::level_w));
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m_beep_clock->set_duty_cycle(0.25);
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m_beep_clock->set_duty_cycle(0.2);
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SAMPLES(config, m_samples);
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m_samples->set_channels(1);
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m_samples->set_samples_names(redclash_sample_names);
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m_samples->add_route(ALL_OUTPUTS, "mono", 0.5);
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}
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