#ifndef Z64AUDIO_H #define Z64AUDIO_H #include "PR/ultratypes.h" #include "PR/os_voice.h" #include "audiothread_cmd.h" #include "stddef.h" #include "unk.h" #include "audio/heap.h" #include "audio/list.h" #include "audio/load.h" #include "audio/reverb.h" #include "audio/seqplayer.h" #include "sequence.h" struct Note; struct NoteSampleState; struct SoundFont; struct Sample; typedef enum { /* 0 */ AUDIO_HEAP_RESET_STATE_NONE, /* 1 */ AUDIO_HEAP_RESET_STATE_RESETTING, /* 2 */ AUDIO_HEAP_RESET_STATE_RESETTING_ALT // Never set to } AudioHeapResetState; #define MAX_CHANNELS_PER_BANK 3 #define AUDIO_LERPIMP(v0, v1, t) (v0 + ((v1 - v0) * t)) #define AIBUF_LEN (88 * SAMPLES_PER_FRAME) // number of samples #define AIBUF_SIZE (AIBUF_LEN * SAMPLE_SIZE) // number of bytes // Filter sizes #define FILTER_SIZE (8 * SAMPLE_SIZE) #define FILTER_BUF_PART1 (8 * SAMPLE_SIZE) #define FILTER_BUF_PART2 (8 * SAMPLE_SIZE) #define AUDIO_RELOCATED_ADDRESS_START K0BASE // To be used with AudioThread_CountAndReleaseNotes() #define AUDIO_NOTE_RELEASE (1 << 0) #define AUDIO_NOTE_SAMPLE_NOTES (1 << 1) typedef enum { /* 0 */ SOUNDMODE_STEREO, /* 1 */ SOUNDMODE_HEADSET, /* 2 */ SOUNDMODE_SURROUND_EXTERNAL, /* 3 */ SOUNDMODE_MONO, /* 4 */ SOUNDMODE_SURROUND } SoundMode; /** * The high-level audio specifications requested when initializing or resetting the audio pool. * Most often resets during scene transitions, but will highly depend on game play. */ typedef struct { /* 0x00 */ u32 samplingFreq; // Target sampling rate in Hz /* 0x04 */ u8 unk_04; /* 0x05 */ u8 numNotes; /* 0x06 */ u8 numSequencePlayers; /* 0x07 */ u8 unk_07; // unused, set to zero /* 0x08 */ u8 unk_08; // unused, set to zero /* 0x09 */ u8 numReverbs; /* 0x0C */ ReverbSettings* reverbSettings; /* 0x10 */ u16 sampleDmaBufSize1; /* 0x12 */ u16 sampleDmaBufSize2; /* 0x14 */ u16 unk_14; /* 0x18 */ size_t persistentSeqCacheSize; // size of cache on audio pool to store sequences persistently /* 0x1C */ size_t persistentFontCacheSize; // size of cache on audio pool to store soundFonts persistently /* 0x20 */ size_t persistentSampleBankCacheSize; // size of cache on audio pool to store entire sample banks persistently /* 0x24 */ size_t temporarySeqCacheSize; // size of cache on audio pool to store sequences temporarily /* 0x28 */ size_t temporaryFontCacheSize; // size of cache on audio pool to store soundFonts temporarily /* 0x2C */ size_t temporarySampleBankCacheSize; // size of cache on audio pool to store entire sample banks temporarily /* 0x30 */ size_t persistentSampleCacheSize; // size of cache on audio pool to store individual samples persistently /* 0x34 */ size_t temporarySampleCacheSize; // size of cache on audio pool to store individual samples temporarily } AudioSpec; // size = 0x38 /** * The audio buffer stores the fully processed digital audio before it is sent to the audio interface (AI), then to the * digital-analog converter (DAC), then to play on the speakers. The audio buffer is written to by the rsp after * processing audio commands, and the audio buffer is read by AI which sends the data to the DAC. * This struct parameterizes that buffer. */ typedef struct { /* 0x00 */ s16 specUnk4; /* 0x02 */ u16 samplingFreq; // Target sampling rate in Hz /* 0x04 */ u16 aiSamplingFreq; // True sampling rate set to the audio interface (AI) for the audio digital-analog converter (DAC) /* 0x06 */ s16 numSamplesPerFrameTarget; /* 0x08 */ s16 numSamplesPerFrameMax; /* 0x0A */ s16 numSamplesPerFrameMin; /* 0x0C */ s16 updatesPerFrame; // for each frame of the audio thread (default 60 fps), number of updates to process audio /* 0x0E */ s16 numSamplesPerUpdate; /* 0x10 */ s16 numSamplesPerUpdateMax; /* 0x12 */ s16 numSamplesPerUpdateMin; /* 0x14 */ s16 numSequencePlayers; /* 0x18 */ f32 resampleRate; /* 0x1C */ f32 updatesPerFrameInv; // inverse (reciprocal) of updatesPerFrame /* 0x20 */ f32 updatesPerFrameInvScaled; // updatesPerFrameInv scaled down by a factor of 256 /* 0x24 */ f32 updatesPerFrameScaled; // updatesPerFrame scaled down by a factor of 4 } AudioBufferParameters; // size = 0x28 typedef struct { union { /* 0x0 */ u32 opArgs; struct { /* 0x0 */ u8 op; /* 0x1 */ u8 arg0; /* 0x2 */ u8 arg1; /* 0x3 */ u8 arg2; }; }; union { /* 0x4 */ void* data; /* 0x4 */ f32 asFloat; /* 0x4 */ s32 asInt; /* 0x4 */ u16 asUShort; /* 0x4 */ s8 asSbyte; /* 0x4 */ u8 asUbyte; /* 0x4 */ u32 asUInt; /* 0x4 */ void* asPtr; }; } AudioCmd; // size = 0x8 typedef struct { /* 0x00 */ OSTask task; /* 0x40 */ OSMesgQueue* taskQueue; /* 0x44 */ void* unk_44; // probably a message that gets unused. /* 0x48 */ char unk_48[0x8]; } AudioTask; // size = 0x50 typedef struct AudioContext { /* 0x0000 */ char unk_0000; /* 0x0001 */ s8 numSynthesisReverbs; /* 0x0002 */ u16 unk_2; // reads from audio spec unk_14, never used, always set to 0x7FFF /* 0x0004 */ u16 unk_4; /* 0x0006 */ char unk_0006[0xA]; /* 0x0010 */ s16* adpcmCodeBook; /* 0x0014 */ struct NoteSampleState* sampleStateList; /* 0x0018 */ SynthesisReverb synthesisReverbs[4]; /* 0x0B58 */ char unk_0B58[0x30]; /* 0x0B88 */ struct Sample* usedSamples[128]; /* 0x0D88 */ AudioPreloadReq preloadSampleStack[128]; /* 0x1788 */ s32 numUsedSamples; /* 0x178C */ s32 preloadSampleStackTop; /* 0x1790 */ AudioAsyncLoad asyncLoads[0x10]; /* 0x1D10 */ OSMesgQueue asyncLoadUnkMediumQueue; /* 0x1D28 */ char unk_1D08[0x40]; /* 0x1D68 */ AudioAsyncLoad* curUnkMediumLoad; /* 0x1D6C */ u32 slowLoadPos; /* 0x1D70 */ AudioSlowLoad slowLoads[2]; /* 0x1E38 */ OSPiHandle* cartHandle; /* 0x1E2C */ OSPiHandle* driveHandle; /* 0x1E40 */ OSMesgQueue externalLoadQueue; /* 0x1E58 */ OSMesg externalLoadMesgBuf[0x10]; /* 0x1E98 */ OSMesgQueue preloadSampleQueue; /* 0x1EB0 */ OSMesg preloadSampleMesgBuf[0x10]; /* 0x1EF0 */ OSMesgQueue curAudioFrameDmaQueue; /* 0x1F08 */ OSMesg currAudioFrameDmaMesgBuf[0x40]; /* 0x2008 */ OSIoMesg currAudioFrameDmaIoMesgBuf[0x40]; /* 0x2608 */ OSMesgQueue syncDmaQueue; /* 0x2620 */ OSMesg syncDmaMesg; /* 0x2624 */ OSIoMesg syncDmaIoMesg; /* 0x263C */ SampleDma* sampleDmas; /* 0x2640 */ u32 sampleDmaCount; /* 0x2644 */ u32 sampleDmaListSize1; /* 0x2648 */ s32 unused2648; /* 0x264C */ u8 sampleDmaReuseQueue1[0x100]; // read pos <= write pos, wrapping mod 256 /* 0x274C */ u8 sampleDmaReuseQueue2[0x100]; /* 0x284C */ u8 sampleDmaReuseQueue1RdPos; // Read position for dma 1 /* 0x284D */ u8 sampleDmaReuseQueue2RdPos; // Read position for dma 2 /* 0x284E */ u8 sampleDmaReuseQueue1WrPos; // Write position for dma 1 /* 0x284F */ u8 sampleDmaReuseQueue2WrPos; // Write position for dma 2 /* 0x2850 */ AudioTable* sequenceTable; /* 0x2854 */ AudioTable* soundFontTable; /* 0x2858 */ AudioTable* sampleBankTable; /* 0x285C */ char unk_285C[0x4]; /* 0x2860 */ u8* sequenceFontTable; /* 0x2864 */ u16 numSequences; /* 0x2868 */ struct SoundFont* soundFontList; /* 0x286C */ AudioBufferParameters audioBufferParameters; /* 0x2994 */ f32 unk_2870; /* 0x2898 */ s32 sampleDmaBufSize1; /* 0x289C */ s32 sampleDmaBufSize2; /* 0x28A0 */ char unk_287C[0x10]; /* 0x28B0 */ s32 sampleDmaBufSize; /* 0x28B4 */ s32 maxAudioCmds; /* 0x28B8 */ s32 numNotes; /* 0x2898 */ s16 maxTempo; /* 0x28BE */ s8 soundMode; /* 0x28C0 */ s32 totalTaskCount; // The total number of times the top-level function on the audio thread is run since the last audio reset /* 0x28C4 */ s32 curAudioFrameDmaCount; /* 0x28C8 */ s32 rspTaskIndex; /* 0x28CC */ s32 curAiBufferIndex; /* 0x28AC */ Acmd* abiCmdBufs[2]; // Pointer to audio heap where the audio binary interface command lists are stored. Two lists that alternative every frame /* 0x28B4 */ Acmd* curAbiCmdBuf; /* 0x28DC */ AudioTask* curTask; /* 0x28C0 */ AudioTask rspTask[2]; /* 0x2980 */ f32 unk_2960; /* 0x2984*/ s32 refreshRate; /* 0x2988 */ s16* aiBuffers[3]; // Pointers to the audio buffer allocated on the initPool contained in the audio heap. Stores fully processed digital audio before transferring to the audio interface (AI) /* 0x2994 */ s16 numSamplesPerFrame[3]; // Number of samples to transfer to the audio interface buffer /* 0x299C */ u32 audioRandom; /* 0x29A0 */ s32 audioErrorFlags; /* 0x29A4 */ volatile u32 resetTimer; /* 0x29A8 */ u32 (*customSeqFunctions[4])(s8 value, SequenceChannel* channel); /* 0x29B8 */ s8 unk_29B8; /* 0x29BC */ s32 numAbiCmdsMax; // sMaxAbiCmdCnt /* 0x29C0 */ AudioAllocPool sessionPool; // A sub-pool to main pool, contains all sub-pools and data that changes every audio reset /* 0x29D0 */ AudioAllocPool externalPool; // pool allocated on an external device. Never used in game /* 0x29E0 */ AudioAllocPool initPool; // A sub-pool to the main pool, contains all sub-pools and data that persists every audio reset /* 0x29F0 */ AudioAllocPool miscPool; // A sub-pool to the session pool, /* 0x2A00 */ char unk_29D0[0x20]; // probably two unused pools /* 0x2A20 */ AudioAllocPool cachePool; // The common pool for all cache entries /* 0x2A30 */ AudioAllocPool persistentCommonPool; // A sub-pool to the cache pool, contains all caches for data stored persistently /* 0x2A40 */ AudioAllocPool temporaryCommonPool; // A sub-pool to the cache pool, contains all caches for data stored temporarily /* 0x2A50 */ AudioCache seqCache; // Cache to store sequences /* 0x2B60 */ AudioCache fontCache; // Cache to store soundFonts /* 0x2C70 */ AudioCache sampleBankCache; // Cache for loading entire sample banks /* 0x2D80 */ AudioAllocPool permanentPool; // Pool to stores audio data that is always loaded in. Primarily used for sfxs /* 0x2D90 */ AudioCacheEntry permanentEntries[32]; // indificual entries to the permanent pool /* 0x3690 */ AudioSampleCache persistentSampleCache; // Stores individual samples persistently /* 0x40A4 */ AudioSampleCache temporarySampleCache; // Stores individual samples temporarily /* 0x4338 */ AudioSessionPoolSplit sessionPoolSplit; // splits session pool into the cache pool and misc pool /* 0x4348 */ AudioCachePoolSplit cachePoolSplit; // splits cache pool into the persistent & temporary common pools /* 0x4350 */ AudioCommonPoolSplit persistentCommonPoolSplit; // splits persistent common pool into caches for sequences, soundFonts, sample banks /* 0x435C */ AudioCommonPoolSplit temporaryCommonPoolSplit; // splits temporary common pool into caches for sequences, soundFonts, sample banks /* 0x4368 */ u8 sampleFontLoadStatus[0x30]; /* 0x4398 */ u8 fontLoadStatus[0x30]; /* 0x43C8 */ u8 seqLoadStatus[0x80]; /* 0x4448 */ vu8 resetStatus; /* 0x4449 */ u8 specId; /* 0x444C */ s32 audioResetFadeOutFramesLeft; /* 0x4450 */ f32* adsrDecayTable; // A table on the audio heap that stores decay rates used for ADSR /* 0x4454 */ u8* audioHeap; /* 0x4458 */ size_t audioHeapSize; /* 0x445C */ struct Note* notes; // dynamically sized based on gAudioCtx.numNotes /* 0x4460 */ SequencePlayer seqPlayers[5]; /* 0x4B40 */ SequenceLayer sequenceLayers[80]; /* 0x7840 */ SequenceChannel sequenceChannelNone; /* 0x7924 */ s32 sampleStateOffset; // Start of the list of sample states for this update. Resets after each audio frame. /* 0x7928 */ AudioListItem layerFreeList; /* 0x7938 */ NotePool noteFreeLists; /* 0x7978 */ u8 threadCmdWritePos; /* 0x7979 */ u8 threadCmdReadPos; /* 0x797A */ u8 threadCmdQueueFinished; /* 0x797C */ u16 threadCmdChannelMask[5]; // bit-packed for 16 channels. When processing an audio thread channel command on all channels, only process channels with their bit set. /* 0x7988 */ OSMesgQueue* audioResetQueueP; /* 0x798C */ OSMesgQueue* taskStartQueueP; /* 0x7990 */ OSMesgQueue* threadCmdProcQueueP; /* 0x7994 */ OSMesgQueue taskStartQueue; /* 0x79AC */ OSMesgQueue threadCmdProcQueue; /* 0x79C4 */ OSMesgQueue audioResetQueue; /* 0x79DC */ OSMesg taskStartMsgs[1]; /* 0x79E0 */ OSMesg audioResetMesgs[1]; /* 0x79E4 */ OSMesg threadCmdProcMsgBuf[4]; /* 0x79F4 */ AudioCmd threadCmdBuf[0x100]; // Audio commands used to transfer audio requests from the graph thread to the audio thread /* 0x81F4 */ UNK_TYPE1 unk_81F4[4]; } AudioContext; // size = 0x81F8 extern AudioContext gAudioCtx; // at 0x80200C70 #endif