/*************************************************************************** Lunar Lander Specific Sound Code ***************************************************************************/ #include "driver.h" #include "asteroid.h" #include "sound/discrete.h" /************************************************************************/ /* Lunar Lander Sound System Analog emulation by K.Wilkins Nov 2000 */ /* Questions/Suggestions to mame@dysfunction.demon.co.uk */ /************************************************************************/ #define LLANDER_TONE3K_EN NODE_01 #define LLANDER_TONE6K_EN NODE_02 #define LLANDER_THRUST_DATA NODE_03 #define LLANDER_EXPLOD_EN NODE_04 #define LLANDER_NOISE_RESET NODE_05 #define LLANDER_NOISE NODE_10 #define LLANDER_TONE_3K_SND NODE_11 #define LLANDER_TONE_6K_SND NODE_12 #define LLANDER_THRUST_EXPLOD_SND NODE_13 static const discrete_lfsr_desc llander_lfsr = { DISC_CLK_IS_FREQ, 16, /* Bit Length */ 0, /* Reset Value */ 6, /* Use Bit 6 as XOR input 0 */ 14, /* Use Bit 14 as XOR input 1 */ DISC_LFSR_XNOR, /* Feedback stage1 is inverted XOR */ DISC_LFSR_IN0, /* Feedback stage2 is just stage 1 output external feed not used */ DISC_LFSR_REPLACE, /* Feedback stage3 replaces the shifted register contents */ 0x000001, /* Everything is shifted into the first bit only */ 0, /* Output not inverted */ 14 /* Output bit */ }; DISCRETE_SOUND_START(llander) /************************************************/ /* llander Effects Relataive Gain Table */ /* */ /* Effect V-ampIn Gain ratio Relative */ /* Tone3k 4 10/390 9.2 */ /* Tone6k 4 10/390 9.2 */ /* Explode 3.8 10/6.8*2 1000.0 */ /* Thrust 3.8 10/6.8*2 600.0 */ /* NOTE: Thrust gain has to be tweaked, due to */ /* the filter stage. */ /************************************************/ /* NODE GAIN OFFSET INIT */ DISCRETE_INPUTX_DATA(LLANDER_THRUST_DATA, 600.0/7*7.6, 0, 0) DISCRETE_INPUT_LOGIC(LLANDER_TONE3K_EN) DISCRETE_INPUT_LOGIC(LLANDER_TONE6K_EN) DISCRETE_INPUT_LOGIC(LLANDER_EXPLOD_EN) DISCRETE_INPUT_PULSE(LLANDER_NOISE_RESET, 1) DISCRETE_LFSR_NOISE(NODE_20, 1, LLANDER_NOISE_RESET, 12000, 1, 0, 0, &llander_lfsr) // 12KHz Noise source for thrust DISCRETE_RCFILTER(LLANDER_NOISE, 1, NODE_20, 2247, 1e-6) DISCRETE_SQUAREWFIX(LLANDER_TONE_3K_SND, LLANDER_TONE3K_EN, 3000, 9.2, 50, 0, 0) // 3KHz DISCRETE_SQUAREWFIX(LLANDER_TONE_6K_SND, LLANDER_TONE6K_EN, 6000, 9.2, 50, 0, 0) // 6KHz DISCRETE_MULTIPLY(NODE_30, 1, LLANDER_NOISE, LLANDER_THRUST_DATA) // Mix in 12KHz Noise source for thrust /* TBD - replace this line with a Sallen-Key Bandpass macro */ DISCRETE_FILTER2(NODE_31, 1, NODE_30, 89.5, (1.0 / 7.6), DISC_FILTER_BANDPASS) DISCRETE_MULTIPLY(NODE_32, LLANDER_EXPLOD_EN, NODE_30, 1000.0/600.0) // Explode adds original noise source onto filtered source DISCRETE_ADDER2(NODE_33, 1, NODE_31, NODE_32) /* TBD - replace this line with a Active Lowpass macro */ DISCRETE_FILTER1(LLANDER_THRUST_EXPLOD_SND, 1, NODE_33, 560, DISC_FILTER_LOWPASS) DISCRETE_ADDER3(NODE_90, 1, LLANDER_TONE_3K_SND, LLANDER_TONE_6K_SND, LLANDER_THRUST_EXPLOD_SND) // Mix all four sound sources DISCRETE_GAIN(NODE_91, NODE_90, 65534.0/(9.2+9.2+600+1000)) DISCRETE_OUTPUT(NODE_90, 65534.0/(9.2+9.2+600+1000)) // Take the output from the mixer DISCRETE_SOUND_END WRITE8_HANDLER( llander_snd_reset_w ) { /* Resets the LFSR that is used for the white noise generator */ discrete_sound_w(LLANDER_NOISE_RESET, 0); /* Reset */ } WRITE8_HANDLER( llander_sounds_w ) { discrete_sound_w(LLANDER_THRUST_DATA, data & 0x07); /* Thrust volume */ discrete_sound_w(LLANDER_TONE3K_EN, data & 0x10); /* Tone 3KHz enable */ discrete_sound_w(LLANDER_TONE6K_EN, data & 0x20); /* Tone 6KHz enable */ discrete_sound_w(LLANDER_EXPLOD_EN, data & 0x08); /* Explosion */ }