hook up microphone shit.

I did my best.
This commit is contained in:
Arisotura
2020-05-20 23:55:18 +02:00
parent a9b275bc25
commit 9e43c85b4d
3 changed files with 247 additions and 5 deletions

View File

@ -17,6 +17,7 @@
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
@ -26,7 +27,6 @@
#include "Platform.h"
#include "NDS.h"
#include "GBACart.h"
namespace Frontend
@ -35,13 +35,22 @@ namespace Frontend
int AudioOut_Freq;
float AudioOut_SampleFrac;
s16* MicBuffer;
u32 MicBufferLength;
u32 MicBufferReadPos;
void Init_Audio(int outputfreq)
{
AudioOut_Freq = outputfreq;
AudioOut_SampleFrac = 0;
MicBuffer = nullptr;
MicBufferLength = 0;
MicBufferReadPos = 0;
}
int AudioOut_GetNumSamples(int outlen)
{
float f_len_in = (outlen * 32823.6328125) / (float)AudioOut_Freq;
@ -74,4 +83,57 @@ void AudioOut_Resample(s16* inbuf, int inlen, s16* outbuf, int outlen)
}
}
void Mic_FeedSilence()
{
MicBufferReadPos = 0;
NDS::MicInputFrame(NULL, 0);
}
void Mic_FeedNoise()
{
// note: DS games seem to expect very saturated 'blowing into mic' noise
s16 tmp[735];
for (int i = 0; i < 735; i++)
{
int val = rand() >> 8;
if (val < -0x8000) val = -0x8000;
else if (val > 0x7FFF) val = 0x7FFF;
tmp[i] = val;
}
NDS::MicInputFrame(tmp, 735);
}
void Mic_FeedExternalBuffer()
{
if (!MicBuffer) return Mic_FeedSilence();
if ((MicBufferReadPos + 735) > MicBufferLength)
{
s16 tmp[735];
u32 len1 = MicBufferLength - MicBufferReadPos;
memcpy(&tmp[0], &MicBuffer[MicBufferReadPos], len1*sizeof(s16));
memcpy(&tmp[len1], &MicBuffer[0], (735 - len1)*sizeof(s16));
NDS::MicInputFrame(tmp, 735);
MicBufferReadPos = 735 - len1;
}
else
{
NDS::MicInputFrame(&MicBuffer[MicBufferReadPos], 735);
MicBufferReadPos += 735;
}
}
void Mic_SetExternalBuffer(s16* buffer, u32 len)
{
MicBuffer = buffer;
MicBufferLength = len;
MicBufferReadPos = 0;
}
}