AI Registers Detailed
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Taken from Lac's hw-dox.
Trainer examples
heres how one way to make sound on N64 : Crazy nation trainer (xtremeG version) [we tested button and its time to make sound!] lui $t4,8031 ;make pointer to 'yes' sound addiu $t4,$t4,4F10 ;80314f10 = start addiu $t5,$zero,4A71 ;4A71=length addiu $t6,$zero,1388 ;1388= DAC rate addiu $t7,$zero,0001 ;1=BIT rate jal here nop [draw yes] ...... [we tested button and time to make 'no' sound] lui $t4,8031 ;make pointer to 'no' sound addiu $t4,$t4,12C4 ;803112C4 addiu $t5,$zero,3C45 ;3C45=length addiu $t6,$zero,1388 ;DAC rate addiu $t7,$zero,0001 ;1=BIT rate jal here nop [draw no] ..... [...initialize vid, audio] addiu $t4,$zero,0000 ;[blank out sound] addiu $t5,$zero,0000 ;initialize addiu $t6,$zero,0001 addiu $t7,$zero,0001 here: lui $t8,A450 sw $t4,0000($t8) ;start RDRAM address sw $t5,0004($t8) ;length addiu $t9,$zero,0001 sw $t9,0008($t8) ;1 = enable dma sw $t6,0010($t8) ;dac rate sw $t7,0014($t8) ;bit rate jr $ra nop
Initialization
None needed. Although, I suppose you can include setting the sound frequency and/or enabling the AI_CONTROL_REG as initialization (step #4 below)
Setting Frequency
1. Set the dac rate write to AI_DACRATE_REG this value: (VI_NTSC_CLOCK/freq)-1 ^could be pal 2. Set the bitrate (4bit, 8bit, or 16bit) write to the AI_BITRATE_REG the value: bitrate-1
Sending Sound Buffer
1. Before sending a buffer, its a good idea to make sure one isnt already being played. Simply read AI_STATUS_REG then AND it with AI_STATUS_FIFO_FULL. if the result is true... then wait. 2. Write the 64bit aligned address of the sound buffer to AI_DRAM_ADDR_REG 3. Write the length of the buffer be played to AI_LEN_REG NOTE: this length must be multiple of 8, no larger than 262144 bytes. 4. Write AI_CONTROL_DMA_ON to the AI_CONTROL_REG (only needed once) * end sound buffer NOTE: If you have read the libultra manuals you will notice when it discusses the AI routines (osAi.man) it says the AI regs are double buffered. This is important to realize that you can send one buffer while another is playing. Also note that the AI_LEN_REG counts down to 0 as the current buffer is being played. This can be useful to tell how much of the buffer is left.