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// Nintendo Game Boy GBS music file emulator
// Game_Music_Emu 0.6-pre
#ifndef GBS_EMU_H
#define GBS_EMU_H
#include "Classic_Emu.h"
#include "Gbs_Core.h"
class Gbs_Emu : public Classic_Emu {
public:
// Equalizer profiles for Game Boy speaker and headphones
static equalizer_t const handheld_eq;
static equalizer_t const headphones_eq;
static equalizer_t const cgb_eq; // Game Boy Color headphones have less bass
// GBS file header (see Gbs_Core.h)
typedef Gbs_Core::header_t header_t;
// Header for currently loaded file
header_t const& header() const { return core_.header(); }
// Selects which sound hardware to use. AGB hardware is cleaner than the
// others. Doesn't take effect until next start_track().
enum sound_t {
sound_dmg = Gb_Apu::mode_dmg, // Game Boy monochrome
sound_cgb = Gb_Apu::mode_cgb, // Game Boy Color
sound_agb = Gb_Apu::mode_agb, // Game Boy Advance
sound_gbs // Use DMG/CGB based on GBS (default)
};
void set_sound( sound_t s ) { sound_hardware = s; }
// If true, makes APU more accurate, which results in more clicking.
void enable_clicking( bool enable = true ) { core_.apu().reduce_clicks( !enable ); }
static gme_type_t static_type() { return gme_gbs_type; }
Gbs_Core& core() { return core_; }
// Internal
public:
Gbs_Emu();
~Gbs_Emu();
protected:
// Overrides
virtual blargg_err_t track_info_( track_info_t*, int track ) const;
virtual blargg_err_t load_( Data_Reader& );
virtual blargg_err_t start_track_( int );
virtual blargg_err_t run_clocks( blip_time_t&, int );
virtual void set_tempo_( double );
virtual void set_voice( int, Blip_Buffer*, Blip_Buffer*, Blip_Buffer* );
virtual void update_eq( blip_eq_t const& );
virtual void unload();
private:
sound_t sound_hardware;
Gbs_Core core_;
};
#endif
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