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Battlezone - set unclipped volume to 50% slider position. This allows you to drive the audio into clipping like a real game.
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@ -25,6 +25,14 @@ D0 explosion enable gates a noise generator
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#include "sound/discrete.h"
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#include "sound/pokey.h"
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/* This sets an amount of gain boost to apply to the final signal
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* that will drive it into clipping. The slider is ajusted by the
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* reverse factor, so that the final result is not clipped.
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* This allows for the user to easily adjust the sound into the clipping
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* range so it sounds more like a real cabinet.
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*/
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#define BZ_FINAL_GAIN 2
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#define BZ_NOISE_CLOCK 12000
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#define TTL_OUT 3.4
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@ -79,6 +87,8 @@ D0 explosion enable gates a noise generator
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#define BZ_R27 RES_K(330)
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#define BZ_R28 RES_K(100)
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#define BZ_R29 RES_K(22)
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#define BZ_R30 RES_K(10)
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#define BZ_R31 RES_K(100)
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#define BZ_R32 RES_K(330)
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#define BZ_R33 RES_K(330)
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#define BZ_R34 RES_K(33)
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@ -367,6 +377,10 @@ static DISCRETE_SOUND_START(bzone)
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/************************************************/
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/* FINAL MIX */
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/************************************************/
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/* We won't bother emulating the final gain of op-amp IC K5, pin 14.
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* There signal never reaches a value where it clips, so we will
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* just output the final 16-bit level.
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*/
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/* not sure about pokey output levels - below is just a estimate to get a 5V signal */
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DISCRETE_INPUTX_STREAM(BZ_POKEY_SND, 0, 5.0 / 11000, 0)
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@ -375,7 +389,7 @@ static DISCRETE_SOUND_START(bzone)
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BZ_INP_SOUNDEN,
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BZ_SHELL_SND, BZ_EXPLOSION_SND, BZ_ENGINE_SND, BZ_POKEY_SND,
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&bzone_final_mixer_desc)
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DISCRETE_OUTPUT(NODE_280, 50000)
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DISCRETE_OUTPUT(NODE_280, 50000 * BZ_FINAL_GAIN)
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DISCRETE_SOUND_END
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@ -405,5 +419,5 @@ MACHINE_DRIVER_START( bzone_audio )
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MDRV_SOUND_ADD("discrete", DISCRETE, 0)
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MDRV_SOUND_CONFIG_DISCRETE(bzone)
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MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0)
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MDRV_SOUND_ROUTE(ALL_OUTPUTS, "mono", 1.0 / BZ_FINAL_GAIN)
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MACHINE_DRIVER_END
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