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language-Modula2-0.1: examples/Modula-2_Libraries/PMOS/asmtest/playbuff.def

DEFINITION MODULE PlayBuff;

	(****************************************************************)
	(*								*)
	(*	THIS IS A SPECIAL VERSION OF PLAYBUFF.DEF, WHICH	*)
	(*	FORCES PARAMETERS TO BE PASSED ON THE STACK.		*)
	(*								*)
	(****************************************************************)

(*# module(implementation=>off,init_code=>off) *)
(*# call(reg_param=>()) *)

	(********************************************************)
	(*							*)
	(*		Playing buffered sounds			*)
	(*							*)
	(*  Programmer:		P. Moylan			*)
	(*  Last edited:	28 February 1995		*)
	(*  Status:		OK				*)
	(*							*)
	(*	This module consists mainly of a timer		*)
	(*	interrupt routine which continuously sends	*)
	(*	data from a memory buffer to the speaker.	*)
	(*	Higher-level modules can produce sound by	*)
	(*	computing the desired waveform and stuffing	*)
	(*	it into the buffer (using synchronisation	*)
	(*	calls to ensure that they don't overwrite	*)
	(*	data that haven't yet been sent to the		*)
	(*	speaker).					*)
	(*							*)
	(*	Note that synchronisation will be lost,		*)
	(*	resulting in a distorted sound, if the caller	*)
	(*	is unable to supply data fast enough.		*)
	(*	Programs using this module are not necessarily	*)
	(*	portable to slower processors.			*)
	(*							*)
	(********************************************************)

(*# module (init_code => off) *)

FROM Types IMPORT
    (* proc *)	FarPointer;

(************************************************************************)
(*			THE FORMAT OF THE USER DATA			*)
(************************************************************************)
(*									*)
(* The waveform to be played is specified as an array of bytes, each of	*)
(* which specifies a desired output level at one sample time.  We're	*)
(* operating under some very tight time constraints, so to gain speed	*)
(* the caller writes directly into the memory buffer from which the	*)
(* timer interrupt routine in this module is taking the values.  It's	*)
(* a single circular buffer internally, but the caller is expected to	*)
(* treat it as two half-buffers, each of size OutputBufferSize.  As the	*)
(* interrupt routine is working on one half, the caller is expected to	*)
(* fill the other.  The interrupt routine never waits for the caller to	*)
(* supply data, so it's up to the caller to supply new data as quickly	*)
(* as possible, using procedures Synch0 and Synch1 to avoid overtaking	*)
(* the interrupt routine.						*)
(*									*)
(************************************************************************)

CONST OutputBufferSize = 128;

    (* OutputBufferSize is the size of a half-buffer.  Do not alter	*)
    (* this constant unless you are prepared to make consequential	*)
    (* changes in the implementation module.				*)

PROCEDURE BufferAddress (): FarPointer;

    (* Returns the address of the first half-buffer. *)

PROCEDURE SetCycleCount (count: BYTE);

    (* Sets the cycle count which determines the sampling frequency.	*)
    (* The default value is 64, giving an 18.643 kHz sampling rate.	*)

PROCEDURE StartPlaying;

    (* Call this just after the first half-buffer has been filled. *)

(*# save, call(near_call=>off, seg_name=>PlayBuff) *)

PROCEDURE Synch0;

    (* Call this when you've just finished filling the second half of	*)
    (* the buffer and want to move back to the first half.  On return	*)
    (* from this procedure, the caller is permitted to start filling	*)
    (* the first half.							*)

PROCEDURE Synch1;

    (* Call this when you've just finished filling the first half of	*)
    (* the buffer and want to move on to the second half.  On return	*)
    (* from this procedure, the caller is permitted to start filling	*)
    (* the second half.							*)

(*# restore *)

PROCEDURE StopPlaying;

    (* Stops the music and cleans up. *)

END PlayBuff.