From c0f09dd6f3aac5dafba18b854458b641db11d17e Mon Sep 17 00:00:00 2001 From: waker Date: Sat, 19 May 2012 22:29:12 +0200 Subject: tarball fixes --- plugins/gme/Makefile.am | 3 +- plugins/gme/game-music-emu-0.6pre/CMakeLists.txt | 91 ++++ plugins/gme/game-music-emu-0.6pre/changes.txt | 239 ++++++++++ plugins/gme/game-music-emu-0.6pre/design.txt | 194 ++++++++ plugins/gme/game-music-emu-0.6pre/gme.txt | 375 +++++++++++++++ .../gme/game-music-emu-0.6pre/gme/SPC_Filter.cpp | 2 +- plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.h | 53 --- plugins/gme/game-music-emu-0.6pre/license.txt | 504 +++++++++++++++++++++ plugins/gme/game-music-emu-0.6pre/readme.txt | 216 +++++++++ 9 files changed, 1622 insertions(+), 55 deletions(-) create mode 100644 plugins/gme/game-music-emu-0.6pre/CMakeLists.txt create mode 100644 plugins/gme/game-music-emu-0.6pre/changes.txt create mode 100644 plugins/gme/game-music-emu-0.6pre/design.txt create mode 100644 plugins/gme/game-music-emu-0.6pre/gme.txt delete mode 100644 plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.h create mode 100644 plugins/gme/game-music-emu-0.6pre/license.txt create mode 100644 plugins/gme/game-music-emu-0.6pre/readme.txt (limited to 'plugins/gme') diff --git a/plugins/gme/Makefile.am b/plugins/gme/Makefile.am index 0bcb47e0..cc506737 100644 --- a/plugins/gme/Makefile.am +++ b/plugins/gme/Makefile.am @@ -109,6 +109,7 @@ gme_la_SOURCES = cgme.c\ $(gmeversion)/gme/Blip_Buffer_impl.h\ $(gmeversion)/gme/Classic_Emu.h\ $(gmeversion)/gme/divfix.h\ + $(gmeversion)/gme/Data_Reader.h\ $(gmeversion)/gme/Downsampler.h\ $(gmeversion)/gme/Dual_Resampler.h\ $(gmeversion)/gme/Effects_Buffer.h\ @@ -175,7 +176,7 @@ gme_la_SOURCES = cgme.c\ $(gmeversion)/gme/Spc_Cpu.h\ $(gmeversion)/gme/Spc_Dsp.h\ $(gmeversion)/gme/Spc_Emu.h\ - $(gmeversion)/gme/SPC_Filter.h\ + $(gmeversion)/gme/Spc_Filter.h\ $(gmeversion)/gme/Track_Filter.h\ $(gmeversion)/gme/Upsampler.h\ $(gmeversion)/gme/Vgm_Core.h\ diff --git a/plugins/gme/game-music-emu-0.6pre/CMakeLists.txt b/plugins/gme/game-music-emu-0.6pre/CMakeLists.txt new file mode 100644 index 00000000..c76bbe19 --- /dev/null +++ b/plugins/gme/game-music-emu-0.6pre/CMakeLists.txt @@ -0,0 +1,91 @@ +# CMake project definition file. +project(libgme) + +include (CheckCXXCompilerFlag) + +set(GME_VERSION 0.6.0 CACHE INTERNAL "libgme Version") + +# 2.6+ always assumes FATAL_ERROR, but 2.4 and below don't. +# Of course, 2.4 might work, in which case you're welcome to drop +# down the requirement, but I can't test that. +cmake_minimum_required(VERSION 2.6 FATAL_ERROR) + +# Default emulators to build (all of them! ;) +if (NOT DEFINED USE_GME_AY) + SET(USE_GME_AY 1 CACHE BOOL "Enable support for Spectrum ZX music emulation") +endif() + +if (NOT DEFINED USE_GME_GBS) + SET(USE_GME_GBS 1 CACHE BOOL "Enable support for Game Boy music emulation") +endif() + +if (NOT DEFINED USE_GME_GYM) + SET(USE_GME_GYM 1 CACHE BOOL "Enable Sega MegaDrive/Genesis music emulation") +endif() + +if (NOT DEFINED USE_GME_HES) + SET(USE_GME_HES 1 CACHE BOOL "Enable PC Engine/TurboGrafx-16 music emulation") +endif() + +if (NOT DEFINED USE_GME_KSS) + SET(USE_GME_KSS 1 CACHE BOOL "Enable MSX or other Z80 systems music emulation") +endif() + +if (NOT DEFINED USE_GME_NSF) + SET(USE_GME_NSF 1 CACHE BOOL "Enable NES NSF music emulation") +endif() + +if (NOT DEFINED USE_GME_NSFE) + SET(USE_GME_NSFE 1 CACHE BOOL "Enable NES NSFE and NSF music emulation") +endif() + +if (NOT DEFINED USE_GME_SAP) + SET(USE_GME_SAP 1 CACHE BOOL "Enable Atari SAP music emulation") +endif() + +if (NOT DEFINED USE_GME_SPC) + SET(USE_GME_SPC 1 CACHE BOOL "Enable SNES SPC music emulation") +endif() + +if (NOT DEFINED USE_GME_VGM) + SET(USE_GME_VGM 1 CACHE BOOL "Enable Sega VGM/VGZ music emulation") +endif() + +if (USE_GME_NSFE AND NOT USE_GME_NSF) + MESSAGE(" -- NSFE support requires NSF, enabling NSF support. --") + SET(USE_GME_NSF 1 CACHE BOOL "Enable NES NSF music emulation" FORCE) +endif() + +# Check for GCC "visibility" support. +if (CMAKE_COMPILER_IS_GNUCXX) + check_cxx_compiler_flag (-fvisibility=hidden __LIBGME_TEST_VISIBILITY) + set (ENABLE_VISIBILITY OFF) + if (__LIBGME_TEST_VISIBILITY) + # get the gcc version + exec_program(${CMAKE_CXX_COMPILER} ARGS --version OUTPUT_VARIABLE _gcc_version_info) + string (REGEX MATCH "[3-9]\\.[0-9]\\.[0-9]" _gcc_version "${_gcc_version_info}") + + # gcc <4.1 had poor support for symbol visibility + if ((${_gcc_version} VERSION_GREATER "4.1") OR (${_gcc_version} VERSION_EQUAL "4.1")) + set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden") + set (ENABLE_VISIBILITY ON) + add_definitions (-DLIBGME_VISIBILITY) + + # GCC >= 4.2 also correctly supports making inline members have hidden + # visibility by default. + if ((${_gcc_version} VERSION_GREATER "4.2") OR (${_gcc_version} VERSION_EQUAL "4.2")) + set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility-inlines-hidden") + endif() + endif() + endif() # test visibility +endif (CMAKE_COMPILER_IS_GNUCXX) + +# Cache this result +set( LIBGME_HAVE_GCC_VISIBILITY ${ENABLE_VISIBILITY} CACHE BOOL "GCC support for hidden visibility") + +# Shared library defined here +add_subdirectory(gme) + +# EXCLUDE_FROM_ALL adds build rules but keeps it out of default build +add_subdirectory(player EXCLUDE_FROM_ALL) +add_subdirectory(demo EXCLUDE_FROM_ALL) diff --git a/plugins/gme/game-music-emu-0.6pre/changes.txt b/plugins/gme/game-music-emu-0.6pre/changes.txt new file mode 100644 index 00000000..c0afecff --- /dev/null +++ b/plugins/gme/game-music-emu-0.6pre/changes.txt @@ -0,0 +1,239 @@ +Game_Music_Emu Change Log +------------------------- + +Game_Music_Emu 0.5.6 +-------------------- +- Switched to newer snes_spc 0.9.0 for SPC emulation. Uses fast DSP. + +- Fixed a couple of GBS bugs, one involving access of memory after realloc. + +- Removed documentation of C++ interface, as the C interface in gme.h is +the only supported one. + +- Added gme_enable_accuracy() for enabling more accurate sound emulation +options (currently affects SPC only). + + +Game_Music_Emu 0.5.5 +-------------------- +- CMake build support has been added. You can build Game_Music_Emu as +a shared library and install it so that you do not have to include your +own copy if you know libgme will be present on your target system. +Requires CMake 2.6 or higher. + + +Game_Music_Emu 0.5.2 +-------------------- +- *TONS* of changes and improvements. You should re-read the new header +files and documentation as the changes will allow you to simplify your +code a lot (it might even be simpler to just rewrite it). Existing code +should continue to work without changes in most cases (see Deprecated +features in gme.txt). + +- New file formats: AY, HES, KSS, SAP, NSFE + +- All-new comprehensive C interface (also usable from C++). Simplifies +many things, especially file loading, and brings everything together in +one header file (gme.h). + +- Information tags and track names and times can be accessed for all +game music formats + +- New features supported by all emulators: end of track fading, +automatic silence detection, adjustable song tempo, seek to new time in +track + +- Updated mini player example to support track names and times, echo, +tempo, and channel muting, and added visual waveform display + +- Improved configuration to use blargg_config.h, which you can modify +and keep when you update to a newer libary version. Includes flag for +library to automatically handle gzipped files using zlib (so you don't +need to use Gzip_File_Reader anymore). + +- GBS: Fixed wave channel to not reset waveform when APU is powered off +(affected Garfield). Also improved invalid bank selection (affected Game +& Watch and others). + +- VGM: Added support for alternate noise shifter register +configurations, used by other systems like the BBC Micro. + +- SPC: Removed IPL ROM dump from emulator, as none of the SPC files I +scanned needed it, and an SPC file can include a copy if necessary. Also +re-enabled supposed clamping in gaussian interpolation between the third +and fourth lookups, though I don't know whether it matters + +- Added Music_Emu::load_mem() to use music data already in memory +(without copying it) + +- Added Music_Emu::warning(), which reports minor problems when loading +and playing a music file + +- Added Music_Emu::set_gain() for uniform adjustment of gain. Can only +be set during initialization, so not useful as a general volume control. + +- Added custom operator new to ensure that no exceptions are thrown in +the library (I'd use std::nothrow if it were part of pre-ISO (ARM) C++) + +- Added BLIP_BUFFER_FAST flag to blargg_config.h to use a lower quality +bandlimited synthesis in "classic" emulators, which might help +performance on ancient processors (measure first!). Don't use this +unless absolutely necessary, as quality suffers. + +- Improved performance a bit for x86 platforms + +- Text files now in DOS newline format so they will open in Notepad +properly + +- Removed requirement that file header structures not have any padding +added to the end + +- Fixed common bug in all CPU emulators where negative program counter +could crash emulator (occurred during a negative branch from the +beginning of memory). Also fixed related bug in Z80 emulator for +IX/IY+displacement mode. + +- Eliminated all warnings when compiling on gcc 4.0. The following +generates no diagnostics: + + gcc -S gme/*.cpp -o /dev/null -ansi -fno-gnu-keywords + -fno-nonansi-builtins -pedantic -W -Wabi -Wall -Wcast-align + -Wcast-qual -Wchar-subscripts -Wdisabled-optimization -Werror + -Winline -Wlong-long -Wmultichar -Winvalid-offsetof + -Wnon-virtual-dtor -Woverloaded-virtual -Wparentheses + -Wpointer-arith -Wredundant-decls -Wreorder -Wsign-compare + -Wsign-promo -Wunknown-pragmas -Wwrite-strings + + +Game_Music_Emu 0.3.0 +-------------------- +- Added more demos, including music player using the SDL multimedia +library for sound, and improved documentation + +- All: Improved interface to emulators to allow simpler setup and +loading. Instead of various init() functions, all now support +set_sample_rate( long rate ) and load( const char* file_path ). + +- All: Removed error return from start_track() and play(), and added +error_count() to get the total number of emulation errors since the +track was last started. See demos for examples of new usage. + +- All: Fixed mute_voices() muting to be preserved after loading files +and starting tracks, instead of being cleared as it was whenever a track +was started + +- VGM: Rewrote Vgm_Emu to support Sega Genesis/Mega Drive FM sound at +any sample rate with optional FM oversampling, support for alternate +YM2612 sound cores, and support for optional YM2413 + +- VGM: Added tempo control, useful for slowing 60Hz NTSC Sega Genesis +music to 50Hz PAL + +- VGM: Removed Vgm_Emu::track_data(), since I realized that this +information is already present in the VGM header (oops!) + +- GYM: Changed Gym_Emu::track_length() operation (see Gym_Emu.h) + +- NSF: Added support for Sunsoft FME-7 sound chip used by Gimmick +soundtrack + +- NSF: Fixed Namco 106 problems with Final Lap and others + +- Moved library sources to gme/ directory to reduce clutter, and merged +boost/ functionality into blargg_common.h + +- Added Gzip_File_Reader for transparently using gzipped files + + +Game_Music_Emu 0.2.4 +-------------------- +- Created a discussion forum for problems and feedback: +http://groups-beta.google.com/group/blargg-sound-libs + +- Changed error return value of Blip_Buffer::sample_rate() (also for +Stereo_Buffer, Effects_Buffer, etc.) to blargg_err_t (defined in +blargg_common.h), to make error reporting consistent with other +functions. This means the "no error" return value is the opposite of +what it was before, which will break current code which checks the error +return value: + + // current code (broken) + if ( !buf.sample_rate( samples_per_sec ) ) + out_of_memory(); + + // quick-and-dirty fix (just remove the ! operation) + if ( buf.sample_rate( samples_per_sec ) ) + out_of_memory(); + + // proper fix + blargg_err_t error = buf.sample_rate( samples_per_sec ); + if ( error ) + report_error( error ); + +- Implemented workaround for MSVC++ 6 compiler limitations, allowing it +to work on that compiler again + +- Added sample clamping to avoid wrap-around at high volumes, allowing +higher volume with little distortion + +- Added to-do list and design notes + +- Added Music_Emu::skip( long sample_count ) to skip ahead in current +track + +- Added Gym_Emu::track_length() and Vgm_Emu::track_length() for +determining the length of non-looped GYM and VGM files + +- Partially implemented DMC non-linearity when its value is directly set +using $4011, which reduces previously over-emphasized "popping" of +percussion on some games (TMNT II in particular) + +- Fixed Fir_Resampler, used for SPC and GYM playback (was incorrectly +using abs() instead of fabs()...argh) + +- Fixed SPC emulation bugs: eliminated clicks in Plok! soundtrack and +now stops sample slightly earlier than the end, as the SNES does. Fixed +a totally broken CPU addressing mode. + +- Fixed Konami VRC6 saw wave (was very broken before). Now VRC6 music +sounds decent + +- Fixed a minor GBS emulation bug + +- Fixed GYM loop point bug when track was restarted before loop point +had been reached + +- Made default GBS frequency equalization less muffled + +- Added pseudo-surround effect removal for SPC files + +- Added Music_Emu::voice_names() which returns names for each voice. + +- Added BLARGG_SOURCE_BEGIN which allows custom compiler options to be +easily set for library sources + +- Changed assignment of expansion sound chips in Nsf_Emu to be spread +more evenly when using Effects_Buffer + +- Changed 'size_t' values in Blip_Buffer interface to 'long' + +- Changed demo to generate a WAVE sound file rather than an AIFF file + + +Game_Music_Emu 0.2.0 +-------------------- +- Redid framework and rewrote/cleaned up emulators + +- Changed licensing to GNU Lesser General Public License (LGPL) + +- Added Sega Genesis GYM and Super Nintendo SPC emulators + +- Added Namco-106 and Konami VRC6 sound chip support to NSF emulator + +- Eliminated use of static mutable data in emulators, allowing +multi-instance safety + + +Game_Music_Emu 0.1.0 +-------------------- +- First release diff --git a/plugins/gme/game-music-emu-0.6pre/design.txt b/plugins/gme/game-music-emu-0.6pre/design.txt new file mode 100644 index 00000000..33e185a3 --- /dev/null +++ b/plugins/gme/game-music-emu-0.6pre/design.txt @@ -0,0 +1,194 @@ +Game_Music_Emu 0.5.6 Design +--------------------------- +This might be slightly out-of-date at times, but will be a big help in +understanding the library implementation. + + +Architecture +------------ +The library is essentially a bunch of independent game music file +emulators unified with a common interface. + +Gme_File and Music_Emu provide a common interface to the emulators. The +virtual functions are protected rather than public to allow pre- and +post-processing of arguments and data in one place. This allows the +emulator classes to assume that everything is set up properly when +starting a track and playing samples. + +All file input is done with the Data_Reader interface. Many derived +classes are present, for the usual disk-based file and block of memory, +to specialized adaptors for things like reading a subset of data or +combining a block of memory with a Data_Reader to the remaining data. +This makes the library much more flexible with regard to the source of +game music file data. I still added a specialized load_mem() function to +have the emulator keep a pointer to data already read in memory, for +those formats whose files can be absolutely huge (GYM, some VGMs). This +is important if for some reason the caller must load the data ahead of +time, but doesn't want the emulator needlessly making a copy. + +Since silence checking and fading are relatively complex, they are kept +separate from basic file loading and track information, which are +handled in the base class Gme_File. My original intent was to use +Gme_File as the common base class for full emulators and track +information-only readers, but implementing the C interface was much +simpler if both derived from Music_Emu. User C++ code can still benefit +from static checking by using Gme_File where only track information will +be accessed. + +Each emulator generally has three components: main emulator, CPU +emulator, and sound chip emulator(s). Each component has minimal +coupling, so use in a full emulator or stand alone is fairly easy. This +modularity really helps reduce complexity. Blip_Buffer helps a lot with +simplifying the APU interfaces and implementation. + +The "classic" emulators derive from Classic_Emu, which handles +Blip_Buffer filling and multiple channels. It uses Multi_Buffer for +output, allowing you to derive a custom buffer that could output each +voice to a separate sound channel and do different processing on each. +At some point I'm going to implement a better Effects_Buffer that allows +individual control of every channel. + +In implementing the C interface, I wanted a way to specify an emulator +type that didn't require linking in all the emulators. For each emulator +type there is a global object with pointers to functions to create the +emulator or a track information reader. The emulator type is thus a +pointer to this, which conveniently allows for a NULL value. The user +referencing this emulator type object is what ultimately links the +emulator in (unless new Foo_Emu is used in C++, of course). This type +also serves as a useful substitute for RTTI on older C++ compilers. + +Addendum: I have since added gme_type_list(), which causes all listed +emulators to be linked in. To avoid this, I make the list itself +editable in blargg_config.h. Having a built-in list allows +gme_load_file() to take a path and give back an emulator with the file +loaded, which is extremely useful for new users. + + +Interface conventions +---------------------- +If a function retains a pointer to or replaces the value of an object +passed, it takes a pointer so that it will be clear in the caller's +source code that care is required. + +Multi-word names have an underscore '_' separator between individual +words. + +Functions are named with lowercase words. Functions which perform an +action with side-effects are named with a verb phrase (i.e. load, move, +run). Functions which return the value of a piece of state are named +using a noun phrase (i.e. loaded, moved, running). + +Classes are named with capitalized words. Only the first letter of an +acronym is capitalized. Class names are nouns, sometimes suggestive of +what they do (i.e. File_Scanner). + +Structure, enumeration, and typedefs to these and built-in types are +named using lowercase words with a _t suffix. + +Macros are named with all-uppercase words. + +Internal names which can't be hidden due to technical reasons have an +underscore '_' suffix. + + +Managing Complexity +------------------- +Complexity has been a factor in most library decisions. Many features +have been passed by due to the complexity they would add. Once +complexity goes past a certain level, it mentally grasping the library +in its entirety, at which point more defects will occur and be hard to +find. + +I chose 16-bit signed samples because it seems to be the most common +format. Supporting multiple formats would add too much complexity to be +worth it. Other formats can be obtained via conversion. + +I've kept interfaces fairly lean, leaving many possible features +untapped but easy to add if necessary. For example the classic emulators +could have volume and frequency equalization adjusted separately for +each channel, since they each have an associated Blip_Synth. + +Source files of 400 lines or less seem to be the best size to limit +complexity. In a few cases there is no reasonable way to split longer +files, or there is benefit from having the source together in one file. + + +Preventing Bugs +--------------- +I've done many things to reduce the opportunity for defects. A general +principle is to write code so that defects will be as visible as +possible. I've used several techniques to achieve this. + +I put assertions at key points where defects seem likely or where +corruption due to a defect is likely to be visible. I've also put +assertions where violations of the interface are likely. In emulators +where I am unsure of exact hardware operation in a particular case, I +output a debug-only message noting that this has occurred; many times I +haven't implemented a hardware feature because nothing uses it. I've +made code brittle where there is no clear reason flexibility; code +written to handle every possibility sacrifices quality and reliability +to handle vaguely defined situations. + + +Flexibility through indirection +------------------------------- +I've tried to allow the most flexibility of modules by using indirection +to allow extension by the user. This keeps each module simpler and more +focused on its unique task. + +The classic emulators use Multi_Buffer, which potentially allows a +separate Blip_Buffer for each channel. This keeps emulators free of +typical code to allow output in mono, stereo, panning, etc. + +All emulators use a reader object to access file data, allowing it to be +stored in a regular file, compressed archive, memory, or generated +on-the-fly. Again, the library can be kept free of the particulars of +file access and changes required to support new formats. + + +Emulators in general +-------------------- +When I wrote the first NES sound emulator, I stored most of the state in +an emulator-specific format, with significant redundancy. In the +register write function I decoded everything into named variables. I +became tired of the verbosity and wanted to more closely model the +hardware, so I moved to a style of storing the last written value to +each register, along with as little other state as possible, mostly the +internal hardware registers. While this involves slightly more +recalculation, in most cases the emulation code is of comparable size. +It also makes state save/restore (for use in a full emulator) much +simpler. Finally, it makes debugging easier since the hardware registers +used in emulation are obvious. + + +CPU Cores +--------- +I've spent lots of time coming up with techniques to optimize the CPU +cores. Some of the most important: execute multiple instructions during +an emulation call, keep state in local variables to allow register +assignment, optimize state representation for most common instructions, +defer status flag calculation until actually needed, read program code +directly without a call to the memory read function, always pre-fetch +the operand byte before decoding instruction, and emulate instructions +using common blocks of code. + +I've successfully used Nes_Cpu in a fairly complete NES emulator, and +I'd like to make all the CPU emulators suitable for use in emulators. It +seems a waste for them to be used only for the small amount of emulation +necessary for game music files. + +I debugged the CPU cores by writing a test shell that ran them in +parallel with other CPU cores and compared all memory accesses and +processor states at each step. This provided good value at little cost. + +The CPU mapping page size is adjustable to allow the best tradeoff +between memory/cache usage and handler granularity. The interface allows +code to be somewhat independent of the page size. + +I optimize program memory accesses to direct reads rather than calls to +the memory read function. My assumption is that it would be difficult to +get useful code out of hardware I/O addresses, so no software will +intentionally execute out of I/O space. Since the page size can be +changed easily, most program memory mapping schemes can be accommodated. +This greatly reduces memory access function calls. + diff --git a/plugins/gme/game-music-emu-0.6pre/gme.txt b/plugins/gme/game-music-emu-0.6pre/gme.txt new file mode 100644 index 00000000..2985786b --- /dev/null +++ b/plugins/gme/game-music-emu-0.6pre/gme.txt @@ -0,0 +1,375 @@ +Game_Music_Emu 0.5.5 +-------------------- +Author : Shay Green +Website: http://www.slack.net/~ant/libs/ +Forum : http://groups.google.com/group/blargg-sound-libs +License: GNU Lesser General Public License (LGPL) + +Contents +-------- +* Overview +* Error handling +* Emulator types +* M3U playlist support +* Information fields +* Track length +* Loading file data +* Sound parameters +* VGM/GYM YM2413 & YM2612 FM sound +* Modular construction +* Obscure features +* Solving problems +* Thanks + + +Overview +-------- +This library can open game music files, play tracks, and read game and +track information tags. To play a game music file, do the following: + +* Open the file with gme_open_file() +* Start a track with gme_start_track(); +* Generate samples as needed with gme_play() +* Play samples through speaker using your operating system +* Delete emulator when done with gme_delete() + +Your code must arrange for the generated samples to be played through +the computer's speaker using whatever method your operating system +requires. + +There are many additional features available; you can: + +* Determine of the type of a music file without opening it with +gme_identify_*() +* Load just the file's information tags with gme_info_only +* Load from a block of memory rather than a file with gme_load_data() +* Arrange for a fade-out at a particular time with gme_set_fade +* Find when a track has ended with gme_track_ended() +* Seek to a new time in the track with gme_seek() +* Load an extended m3u playlist with gme_load_m3u() +* Get a list of the voices (channels) and mute them individually with +gme_voice_names() and gme_mute_voice() +* Change the playback tempo without affecting pitch with gme_set_tempo() +* Adjust treble/bass equalization with gme_set_equalizer() +* Associate your own data with an emulator and later get it back with +gme_set_user_data() +* Register a function of yours to be called back when the emulator is +deleted with gme_set_user_cleanup() + +Refer to gme.h for a comprehensive summary of features. + + +Error handling +-------------- +Functions which can fail have a return type of gme_err_t, which is a +pointer to an error string (const char*). If a function is successful it +returns NULL. Errors that you can easily avoid are checked with debug +assertions; gme_err_t return values are only used for genuine run-time +errors that can't be easily predicted in advance (out of memory, I/O +errors, incompatible file data). Your code should check all error +values. + +When loading a music file in the wrong emulator or trying to load a +non-music file, gme_wrong_file_type is returned. You can check for this +error in C++ like this: + + gme_err_t err = gme_open_file( path, &emu ); + if ( err == gme_wrong_file_type ) + ... + +To check for minor problems, call gme_warning() to get a string +describing the last warning. Your player should allow the user some way +of knowing when this is the case, since these minor errors could affect +playback. Without this information the user can't solve problems as +well. When playing a track, gme_warning() returns minor playback-related +problems (major playback problems end the track immediately and set the +warning string). + + +Emulator types +-------------- +The library includes several game music emulators that each support a +different file type. Each is identified by a gme_type_t constant defined +in gme.h, for example gme_nsf_emu is for the NSF emulator. If you use +gme_open_file() or gme_open_data(), the library does the work of +determining the file type and creating an appropriate emulator. If you +want more control over this process, read on. + +There are two basic ways to identify a game music file's type: look at +its file extension, or read the header data. The library includes +functions to help with both methods. The first is preferable because it +is fast and the most common way to identify files. Sometimes the +extension is lost or wrong, so the header must be read. + +Use gme_identify_extension() to find the correct game music type based +on a filename. To identify a file based on its extension and header +contents, use gme_identify_file(). If you read the header data yourself, +use gme_identify_header(). + +If you want to remove support for some music types to reduce your +executable size, edit GME_TYPE_LIST in blargg_config.h. For example, to +support just NSF and GBS, use this: + + #define GME_TYPE_LIST \ + gme_nsf_type,\ + gme_gbs_type + + +M3U playlist support +-------------------- +The library supports playlists in an extended m3u format with +gme_load_m3u() to give track names and times to multi-song formats: AY, +GBS, HES, KSS, NSF, NSFE, and SAP. Some aspects of the file format +itself is not well-defined so some m3u files won't work properly +(particularly those provided with KSS files). Only m3u files referencing +a single file are supported; your code must handle m3u files covering +more than one game music file, though it can use the built-in m3u +parsing provided by the library. + + +Information fields +------------------ +Support is provided for the various text fields and length information +in a file with gme_track_info(). If you just need track information for +a file (for example, building a playlist), use gme_new_info() in place +of gme_new_emu(), load the file normally, then you can access the track +count and info, but nothing else. + + M3U VGM GYM SPC SAP NSFE NSF AY GBS HES KSS + ------------------------------------------------------- +Track Count | * * * * * * * * * + | +System | * * * * * * * * * * + | +Game | * * * * * * * + | +Song | * * * * * * * + | +Author | * * * * * * * * + | +Copyright | * * * * * * * * + | +Comment | * * * * + | +Dumper | * * * * + | +Length | * * * * * * + | +Intro Length| * * * + | +Loop Length | * * * + +As listed above, the HES and KSS file formats don't include a track +count, and tracks are often scattered over the 0-255 range, so an m3u +playlist for these is a must. + +Unavailable text fields are set to an empty string and times to -1. Your +code should be prepared for any combination of available and unavailable +fields, as a particular music file might not use all of the supported +fields listed above. + +Currently text fields are truncated to 255 characters. Obscure fields of +some formats are not currently decoded; contact me if you want one +added. + + +Track length +------------ +The library leaves it up to you as to when to stop playing a track. You +can ask for available length information and then tell the library what +time it should start fading the track with gme_set_fade(). By default it +also continually checks for 6 or more seconds of silence to mark the end +of a track. Here is a reasonable algorithm you can use to decide how +long to play a track: + +* If the track length is > 0, use it +* If the loop length > 0, play for intro + loop * 2 +* Otherwise, default to 2.5 minutes (150000 msec) + +If you want to play a track longer than normal, be sure the loop length +isn't zero. See Music_Player.cpp around line 145 for example code. + +By default, the library skips silence at the beginning of a track. It +also continually checks for the end of a non-looping track by watching +for 6 seconds of unbroken silence. When doing this is scans *ahead* by +several seconds so it can report the end of the track after only one +second of silence has actually played. This feature can be disabled with +gme_ignore_silence(). + + +Loading file data +----------------- +The library allows file data to be loaded in many different ways. All +load functions return an error which you should check. The following +examples assume these variables: + + Music_Emu* emu; + gme_err_t error; + +If you're letting the library determine a file's type, you can use +either gme_open_file() or gme_open_data(): + + error = gme_open_file( pathname, &emu ); + error = gme_open_data( pointer, size, &emu ); + +If you're manually determining file type and using used gme_new_emu() to +create an emulator, you can use the following methods of loading: + +* From a block of memory: + + error = gme_load_data( emu, pointer, size ); + +* Have library call your function to read data: + + gme_err_t my_read( void* my_data, void* out, long count ) + { + // code that reads 'count' bytes into 'out' buffer + // and return 0 if no error + } + + error = gme_load_custom( emu, my_read, file_size, my_data ); + + +Sound parameters +---------------- +All emulators support an arbitrary output sampling rate. A rate of 44100 +Hz should work well on most systems. Since band-limited synthesis is +used, a sampling rate above 48000 Hz is not necessary and will actually +reduce sound quality and performance. + +All emulators also support adjustable gain, mainly for the purpose of +getting consistent volume between different music formats and avoiding +excessive modulation. The gain can only be set *before* setting the +emulator's sampling rate, so it's not useful as a general volume +control. The default gains of emulators are set so that they give +generally similar volumes, though some soundtracks are significantly +louder or quieter than normal. + +Some emulators support adjustable treble and bass frequency equalization +(AY, GBS, HES, KSS, NSF, NSFE, SAP, VGM) using set_equalizer(). +Parameters are specified using gme_equalizer_t eq = { treble_dB, +bass_freq }. Treble_dB sets the treble level (in dB), where 0.0 dB gives +normal treble; -200.0 dB is quite muffled, and 5.0 dB emphasizes treble +for an extra crisp sound. Bass_freq sets the frequency where bass +response starts to diminish; 15 Hz is normal, 0 Hz gives maximum bass, +and 15000 Hz removes all bass. For example, the following makes the +sound extra-crisp but lacking bass: + + gme_equalizer_t eq = { 5.0, 1000 }; + gme_set_equalizer( music_emu, &eq ); + +Each emulator's equalization defaults to approximate the particular +console's sound quality; this default can be determined by calling +equalizer() just after creating the emulator. The Music_Emu::tv_eq +profile gives sound as if coming from a TV speaker, and some emulators +include other profiles for different versions of the system. For +example, to use Famicom sound equalization with the NSF emulator, do the +following: + + music_emu->set_equalizer( Nsf_Emu::famicom_eq ); + + +VGM/GYM YM2413 & YM2612 FM sound +-------------------------------- +The library plays Sega Genesis/Mega Drive music using a YM2612 FM sound +chip emulator based on the Gens project. Because this has some +inaccuracies, other YM2612 emulators can be used in its place by +re-implementing the interface in YM2612_Emu.h. Available on my website +is a modified version of MAME's YM2612 emulator, which sounds better in +some ways and whose author is still making improvements. + +VGM music files using the YM2413 FM sound chip are also supported, but a +YM2413 emulator isn't included with the library due to technical +reasons. I have put one of the available YM2413 emulators on my website +that can be used directly. + + +Modular construction +-------------------- +The library is made of many fairly independent modules. If you're using +only one music file emulator, you can eliminate many of the library +sources from your program. Refer to the files list in readme.txt to get +a general idea of what can be removed, and be sure to edit GME_TYPE_LIST +(see "Emulator types" above). Post to the forum if you'd like me to put +together a smaller version for a particular use, as this only takes me a +few minutes to do. + +If you want to use one of the individual sound chip emulators (or CPU +cores) in your own console emulator, first check the libraries page on +my website since I have released several of them as stand alone +libraries with included documentation and examples on their use. If you +don't find it as a standalone library, contact me and I'll consider +separating it. + +The "classic" sound chips use my Blip_Buffer library, which greatly +simplifies their implementation and efficiently handles band-limited +synthesis. It is also available as a stand alone library with +documentation and many examples. + + +Obscure features +---------------- +The library's flexibility allows many possibilities. Contact me if you +want help implementing ideas or removing limitations. + +* Uses no global/static variables, allowing multiple instances of any +emulator. This is useful in a music player if you want to allow +simultaneous recording or scanning of other tracks while one is already +playing. This will also be useful if your platform disallows global +data. + +* Emulators that support a custom sound buffer can have *every* voice +routed to a different Blip_Buffer, allowing custom processing on each +voice. For example you could record a Game Boy track as a 4-channel +sound file. + +* Defining BLIP_BUFFER_FAST uses lower quality, less-multiply-intensive +synthesis on "classic" emulators, which might help on some really old +processors. This significantly lowers sound quality and prevents treble +equalization. Try this if your platform's processor isn't fast enough +for normal quality. Even on my ten-year-old 400 MHz Mac, this reduces +processor usage at most by about 0.6% (from 4% to 3.4%), hardly worth +the quality loss. + + +Solving problems +---------------- +If you're having problems, try the following: + +* If you're getting garbled sound, try this simple siren generator in +place of your call to play(). This will quickly tell whether the problem +is in the library or in your code. + + static void play_siren( long count, short* out ) + { + static double a, a2; + while ( count-- ) + *out++ = 0x2000 * sin( a += .1 + .05*sin( a2+=.00005 ) ); + } + +* Enable debugging support in your environment. This enables assertions +and other run-time checks. + +* Turn the compiler's optimizer is off. Sometimes an optimizer generates +bad code. + +* If multiple threads are being used, ensure that only one at a time is +accessing a given set of objects from the library. This library is not +in general thread-safe, though independent objects can be used in +separate threads. + +* If all else fails, see if the demos work. + + +Thanks +------ +Big thanks to Chris Moeller (kode54) for help with library testing and +feedback, for maintaining the Foobar2000 plugin foo_gep based on it, and +for original work on openspc++ that was used when developing Spc_Emu. +Brad Martin's excellent OpenSPC SNES DSP emulator worked well from the +start. Also thanks to Richard Bannister, Mahendra Tallur, Shazz, +nenolod, theHobbit, Johan Samuelsson, and nes6502 for testing, using, +and giving feedback for the library in their respective game music +players. More recently, Lucas Paul and Michael Pyne have helped nudge the +library into a public repository and get its interface more stable for use +in shared libraries. diff --git a/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.cpp b/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.cpp index 5d7f9421..4e5d8f60 100644 --- a/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.cpp +++ b/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.cpp @@ -1,6 +1,6 @@ // snes_spc 0.9.0. http://www.slack.net/~ant/ -#include "SPC_Filter.h" +#include "Spc_Filter.h" /* Copyright (C) 2007 Shay Green. This module is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser diff --git a/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.h b/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.h deleted file mode 100644 index 0068817b..00000000 --- a/plugins/gme/game-music-emu-0.6pre/gme/SPC_Filter.h +++ /dev/null @@ -1,53 +0,0 @@ -// Simple low-pass and high-pass filter to better match sound output of a SNES - -// snes_spc 0.9.0 -#ifndef SPC_FILTER_H -#define SPC_FILTER_H - -#include "blargg_common.h" - -struct SPC_Filter { -public: - - // Filters count samples of stereo sound in place. Count must be a multiple of 2. - typedef short sample_t; - void run( sample_t io [], int count ); - -// Optional features - - // Clears filter to silence - void clear(); - - // Sets gain (volume), where gain_unit is normal. Gains greater than gain_unit - // are fine, since output is clamped to 16-bit sample range. - enum { gain_unit = 0x100 }; - void set_gain( int gain ); - - // Enables/disables filtering (when disabled, gain is still applied) - void enable( bool b ); - - // Sets amount of bass (logarithmic scale) - enum { bass_none = 0 }; - enum { bass_norm = 8 }; // normal amount - enum { bass_max = 31 }; - void set_bass( int bass ); - -public: - SPC_Filter(); - BLARGG_DISABLE_NOTHROW -private: - enum { gain_bits = 8 }; - int gain; - int bass; - bool enabled; - struct chan_t { int p1, pp1, sum; }; - chan_t ch [2]; -}; - -inline void SPC_Filter::enable( bool b ) { enabled = b; } - -inline void SPC_Filter::set_gain( int g ) { gain = g; } - -inline void SPC_Filter::set_bass( int b ) { bass = b; } - -#endif diff --git a/plugins/gme/game-music-emu-0.6pre/license.txt b/plugins/gme/game-music-emu-0.6pre/license.txt new file mode 100644 index 00000000..5faba9d4 --- /dev/null +++ b/plugins/gme/game-music-emu-0.6pre/license.txt @@ -0,0 +1,504 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 2.1, February 1999 + + Copyright (C) 1991, 1999 Free Software Foundation, Inc. + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +[This is the first released version of the Lesser GPL. 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See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! + + diff --git a/plugins/gme/game-music-emu-0.6pre/readme.txt b/plugins/gme/game-music-emu-0.6pre/readme.txt new file mode 100644 index 00000000..add10941 --- /dev/null +++ b/plugins/gme/game-music-emu-0.6pre/readme.txt @@ -0,0 +1,216 @@ +Game_Music_Emu 0.5.5: Game Music Emulators +------------------------------------------ +Game_Music_Emu is a collection of video game music file emulators that +support the following formats and systems: + +AY ZX Spectrum/Amstrad CPC +GBS Nintendo Game Boy +GYM Sega Genesis/Mega Drive +HES NEC TurboGrafx-16/PC Engine +KSS MSX Home Computer/other Z80 systems (doesn't support FM sound) +NSF/NSFE Nintendo NES/Famicom (with VRC 6, Namco 106, and FME-7 sound) +SAP Atari systems using POKEY sound chip +SPC Super Nintendo/Super Famicom +VGM/VGZ Sega Master System/Mark III, Sega Genesis/Mega Drive,BBC Micro + +Features: +* C interface for use in C, C++, and other compatible languages +* High emphasis has been placed on making the library very easy to use +* One set of common functions work with all emulators the same way +* Several code examples, including music player using SDL +* Portable code for use on any system with modern or older C++ compilers +* Adjustable output sample rate using quality band-limited resampling +* Uniform access to text information fields and track timing information +* End-of-track fading and automatic look ahead silence detection +* Treble/bass and stereo echo for AY/GBS/HES/KSS/NSF/NSFE/SAP/VGM +* Tempo can be adjusted and individual voices can be muted while playing +* Can read music data from file, memory, or custom reader function/class +* Can access track information without having to load into full emulator +* M3U track listing support for multi-track formats +* Modular design allows elimination of unneeded emulators/features + +This library has been used in game music players for Windows, Linux on +several architectures, Mac OS, MorphOS, Xbox, PlayStation Portable, +GP2X, and Nintendo DS. + +Author : Shay Green +Website: http://www.slack.net/~ant/ +Forum : http://groups.google.com/group/blargg-sound-libs +License: GNU Lesser General Public License (LGPL) + + +Getting Started +--------------- +Build a program consisting of demo/basics.c, demo/Wave_Writer.cpp, and +all source files in gme/. If you have CMake 2.6 or later, execute + + run cmake + cd demo + run make + +Be sure "test.nsf" is in the same directory as the program. Running it +should generate the recording "out.wav". + +A slightly more extensive demo application is available in the player/ +directory. It requires SDL to build. + +Read gme.txt for more information. Post to the discussion forum for +assistance. + + +Files +----- +gme.txt General notes about the library +changes.txt Changes made since previous releases +design.txt Library design notes +license.txt GNU Lesser General Public License +CMakeLists.txt CMake build rules + +test.nsf Test file for NSF emulator +test.m3u Test m3u playlist for features.c demo + +demo/ + basics.c Records NSF file to wave sound file + features.c Demonstrates many additional features + Wave_Writer.h WAVE sound file writer used for demo output + Wave_Writer.cpp + CMakeLists.txt CMake build rules + +player/ Player using the SDL multimedia library + player.cpp Simple music player with waveform display + Music_Player.cpp Stand alone player for background music + Music_Player.h + Audio_Scope.cpp Audio waveform scope + Audio_Scope.h + CMakeLists.txt CMake build rules + +gme/ + blargg_config.h Library configuration (modify this file as needed) + + gme.h Library interface header file + gme.cpp + + Ay_Emu.h ZX Spectrum AY emulator + Ay_Emu.cpp + Ay_Apu.cpp + Ay_Apu.h + Ay_Cpu.cpp + Ay_Cpu.h + + Gbs_Emu.h Nintendo Game Boy GBS emulator + Gbs_Emu.cpp + Gb_Apu.cpp + Gb_Apu.h + Gb_Cpu.cpp + Gb_Cpu.h + gb_cpu_io.h + Gb_Oscs.cpp + Gb_Oscs.h + + Hes_Emu.h TurboGrafx-16/PC Engine HES emulator + Hes_Apu.cpp + Hes_Apu.h + Hes_Cpu.cpp + Hes_Cpu.h + hes_cpu_io.h + Hes_Emu.cpp + + Kss_Emu.h MSX Home Computer/other Z80 systems KSS emulator + Kss_Emu.cpp + Kss_Cpu.cpp + Kss_Cpu.h + Kss_Scc_Apu.cpp + Kss_Scc_Apu.h + Ay_Apu.h + Ay_Apu.cpp + Sms_Apu.h + Sms_Apu.cpp + Sms_Oscs.h + + Nsf_Emu.h Nintendo NES NSF/NSFE emulator + Nsf_Emu.cpp + Nes_Apu.cpp + Nes_Apu.h + Nes_Cpu.cpp + Nes_Cpu.h + nes_cpu_io.h + Nes_Oscs.cpp + Nes_Oscs.h + Nes_Fme7_Apu.cpp + Nes_Fme7_Apu.h + Nes_Namco_Apu.cpp + Nes_Namco_Apu.h + Nes_Vrc6_Apu.cpp + Nes_Vrc6_Apu.h + Nsfe_Emu.h NSFE support + Nsfe_Emu.cpp + + Spc_Emu.h Super Nintendo SPC emulator + Spc_Emu.cpp + Snes_Spc.cpp + Snes_Spc.h + Spc_Cpu.cpp + Spc_Cpu.h + Spc_Dsp.cpp + Spc_Dsp.h + Fir_Resampler.cpp + Fir_Resampler.h + + Sap_Emu.h Atari SAP emulator + Sap_Emu.cpp + Sap_Apu.cpp + Sap_Apu.h + Sap_Cpu.cpp + Sap_Cpu.h + sap_cpu_io.h + + Vgm_Emu.h Sega VGM emulator + Vgm_Emu_Impl.cpp + Vgm_Emu_Impl.h + Vgm_Emu.cpp + Ym2413_Emu.cpp + Ym2413_Emu.h + Gym_Emu.h Sega Genesis GYM emulator + Gym_Emu.cpp + Sms_Apu.cpp Common Sega emulator files + Sms_Apu.h + Sms_Oscs.h + Ym2612_Emu.cpp + Ym2612_Emu.h + Dual_Resampler.cpp + Dual_Resampler.h + Fir_Resampler.cpp + Fir_Resampler.h + + M3u_Playlist.h M3U playlist support + M3u_Playlist.cpp + + Effects_Buffer.h Sound buffer with stereo echo and panning + Effects_Buffer.cpp + + blargg_common.h Common files needed by all emulators + blargg_endian.h + blargg_source.h + Blip_Buffer.cpp + Blip_Buffer.h + Gme_File.h + Gme_File.cpp + Music_Emu.h + Music_Emu.cpp + Classic_Emu.h + Classic_Emu.cpp + Multi_Buffer.h + Multi_Buffer.cpp + Data_Reader.h + Data_Reader.cpp + + CMakeLists.txt CMake build rules + + +Legal +----- +Game_Music_Emu library copyright (C) 2003-2009 Shay Green. +Sega Genesis YM2612 emulator copyright (C) 2002 Stephane Dallongeville. + +-- +Shay Green -- cgit v1.2.3