2005-10-25 16:17:45 +07:00
# ifndef __SOUND_AZT3328_H
# define __SOUND_AZT3328_H
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/* "PU" == "power-up value", as tested on PCI168 PCI rev. 10 */
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/*** main I/O area port indices ***/
/* (only 0x70 of 0x80 bytes saved/restored by Windows driver) */
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# define AZF_IO_SIZE_CODEC 0x80
# define AZF_IO_SIZE_CODEC_PM 0x70
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/* the driver initialisation suggests a layout of 4 main areas:
* from 0x00 ( playback ) , from 0x20 ( recording ) and from 0x40 ( maybe MPU401 ? ? ) .
* And another area from 0x60 to 0x6f ( DirectX timer , IRQ management ,
* power management etc . ? ? ? ) . */
/** playback area **/
# define IDX_IO_PLAY_FLAGS 0x00 /* PU:0x0000 */
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/* able to reactivate output after output muting due to 8/16bit
* output change , just like 0x0002 .
* 0x0001 is the only bit that ' s able to start the DMA counter */
# define DMA_RESUME 0x0001 /* paused if cleared ? */
/* 0x0002 *temporarily* set during DMA stopping. hmm
* both 0x0002 and 0x0004 set in playback setup . */
/* able to reactivate output after output muting due to 8/16bit
* output change , just like 0x0001 . */
# define DMA_PLAY_SOMETHING1 0x0002 /* \ alternated (toggled) */
/* 0x0004: NOT able to reactivate output */
# define DMA_PLAY_SOMETHING2 0x0004 /* / bits */
# define SOMETHING_ALMOST_ALWAYS_SET 0x0008 /* ???; can be modified */
# define DMA_EPILOGUE_SOMETHING 0x0010
# define DMA_SOMETHING_ELSE 0x0020 /* ??? */
# define SOMETHING_UNMODIFIABLE 0xffc0 /* unused ? not modifiable */
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# define IDX_IO_PLAY_IRQTYPE 0x02 /* PU:0x0001 */
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/* write back to flags in case flags are set, in order to ACK IRQ in handler
* ( bit 1 of port 0x64 indicates interrupt for one of these three types )
* sometimes in this case it just writes 0xffff to globally ACK all IRQs
* settings written are not reflected when reading back , though .
* seems to be IRQ , too ( frequently used : port | = 0x07 ! ) , but who knows ? */
# define IRQ_PLAY_SOMETHING 0x0001 /* something & ACK */
# define IRQ_FINISHED_PLAYBUF_1 0x0002 /* 1st dmabuf finished & ACK */
# define IRQ_FINISHED_PLAYBUF_2 0x0004 /* 2nd dmabuf finished & ACK */
# define IRQMASK_SOME_STATUS_1 0x0008 /* \ related bits */
# define IRQMASK_SOME_STATUS_2 0x0010 /* / (checked together in loop) */
# define IRQMASK_UNMODIFIABLE 0xffe0 /* unused ? not modifiable */
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# define IDX_IO_PLAY_DMA_START_1 0x04 /* start address of 1st DMA play area, PU:0x00000000 */
# define IDX_IO_PLAY_DMA_START_2 0x08 /* start address of 2nd DMA play area, PU:0x00000000 */
# define IDX_IO_PLAY_DMA_LEN_1 0x0c /* length of 1st DMA play area, PU:0x0000 */
# define IDX_IO_PLAY_DMA_LEN_2 0x0e /* length of 2nd DMA play area, PU:0x0000 */
# define IDX_IO_PLAY_DMA_CURRPOS 0x10 /* current DMA position, PU:0x00000000 */
# define IDX_IO_PLAY_DMA_CURROFS 0x14 /* offset within current DMA play area, PU:0x0000 */
# define IDX_IO_PLAY_SOUNDFORMAT 0x16 /* PU:0x0010 */
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/* all unspecified bits can't be modified */
# define SOUNDFORMAT_FREQUENCY_MASK 0x000f
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# define SOUNDFORMAT_XTAL1 0x00
# define SOUNDFORMAT_XTAL2 0x01
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/* all _SUSPECTED_ values are not used by Windows drivers, so we don't
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
* have any hard facts , only rough measurements .
* All we know is that the crystal used on the board has 24.576 MHz ,
* like many soundcards ( which results in the frequencies below when
* using certain divider values selected by the values below ) */
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# define SOUNDFORMAT_FREQ_SUSPECTED_4000 0x0c | SOUNDFORMAT_XTAL1
# define SOUNDFORMAT_FREQ_SUSPECTED_4800 0x0a | SOUNDFORMAT_XTAL1
# define SOUNDFORMAT_FREQ_5510 0x0c | SOUNDFORMAT_XTAL2
# define SOUNDFORMAT_FREQ_6620 0x0a | SOUNDFORMAT_XTAL2
# define SOUNDFORMAT_FREQ_8000 0x00 | SOUNDFORMAT_XTAL1 /* also 0x0e | SOUNDFORMAT_XTAL1? */
# define SOUNDFORMAT_FREQ_9600 0x08 | SOUNDFORMAT_XTAL1
# define SOUNDFORMAT_FREQ_11025 0x00 | SOUNDFORMAT_XTAL2 /* also 0x0e | SOUNDFORMAT_XTAL2? */
# define SOUNDFORMAT_FREQ_SUSPECTED_13240 0x08 | SOUNDFORMAT_XTAL2 /* seems to be 6620 *2 */
# define SOUNDFORMAT_FREQ_16000 0x02 | SOUNDFORMAT_XTAL1
# define SOUNDFORMAT_FREQ_22050 0x02 | SOUNDFORMAT_XTAL2
# define SOUNDFORMAT_FREQ_32000 0x04 | SOUNDFORMAT_XTAL1
# define SOUNDFORMAT_FREQ_44100 0x04 | SOUNDFORMAT_XTAL2
# define SOUNDFORMAT_FREQ_48000 0x06 | SOUNDFORMAT_XTAL1
# define SOUNDFORMAT_FREQ_SUSPECTED_66200 0x06 | SOUNDFORMAT_XTAL2 /* 66200 (13240 * 5); 64000 may have been nicer :-\ */
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# define SOUNDFORMAT_FLAG_16BIT 0x0010
# define SOUNDFORMAT_FLAG_2CHANNELS 0x0020
2005-10-25 16:17:45 +07:00
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/* define frequency helpers, for maximum value safety */
enum {
# define AZF_FREQ(rate) AZF_FREQ_##rate = rate
AZF_FREQ ( 4000 ) ,
AZF_FREQ ( 4800 ) ,
AZF_FREQ ( 5512 ) ,
AZF_FREQ ( 6620 ) ,
AZF_FREQ ( 8000 ) ,
AZF_FREQ ( 9600 ) ,
AZF_FREQ ( 11025 ) ,
AZF_FREQ ( 13240 ) ,
AZF_FREQ ( 16000 ) ,
AZF_FREQ ( 22050 ) ,
AZF_FREQ ( 32000 ) ,
AZF_FREQ ( 44100 ) ,
AZF_FREQ ( 48000 ) ,
AZF_FREQ ( 66200 ) ,
# undef AZF_FREQ
} AZF_FREQUENCIES ;
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/** recording area (see also: playback bit flag definitions) **/
# define IDX_IO_REC_FLAGS 0x20 /* ??, PU:0x0000 */
# define IDX_IO_REC_IRQTYPE 0x22 /* ??, PU:0x0000 */
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# define IRQ_REC_SOMETHING 0x0001 /* something & ACK */
# define IRQ_FINISHED_RECBUF_1 0x0002 /* 1st dmabuf finished & ACK */
# define IRQ_FINISHED_RECBUF_2 0x0004 /* 2nd dmabuf finished & ACK */
/* hmm, maybe these are just the corresponding *recording* flags ?
* but OTOH they are most likely at port 0x22 instead */
# define IRQMASK_SOME_STATUS_1 0x0008 /* \ related bits */
# define IRQMASK_SOME_STATUS_2 0x0010 /* / (checked together in loop) */
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# define IDX_IO_REC_DMA_START_1 0x24 /* PU:0x00000000 */
# define IDX_IO_REC_DMA_START_2 0x28 /* PU:0x00000000 */
# define IDX_IO_REC_DMA_LEN_1 0x2c /* PU:0x0000 */
# define IDX_IO_REC_DMA_LEN_2 0x2e /* PU:0x0000 */
# define IDX_IO_REC_DMA_CURRPOS 0x30 /* PU:0x00000000 */
# define IDX_IO_REC_DMA_CURROFS 0x34 /* PU:0x00000000 */
# define IDX_IO_REC_SOUNDFORMAT 0x36 /* PU:0x0000 */
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/** hmm, what is this I/O area for? MPU401?? or external DAC via I2S?? (after playback, recording, ???, timer) **/
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# define IDX_IO_SOMETHING_FLAGS 0x40 /* gets set to 0x34 just like port 0x0 and 0x20 on card init, PU:0x0000 */
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/* general */
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# define IDX_IO_42H 0x42 /* PU:0x0001 */
/** DirectX timer, main interrupt area (FIXME: and something else?) **/
# define IDX_IO_TIMER_VALUE 0x60 /* found this timer area by pure luck :-) */
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/* timer countdown value; triggers IRQ when timer is finished */
# define TIMER_VALUE_MASK 0x000fffffUL
/* activate timer countdown */
# define TIMER_COUNTDOWN_ENABLE 0x01000000UL
/* trigger timer IRQ on zero transition */
# define TIMER_IRQ_ENABLE 0x02000000UL
/* being set in IRQ handler in case port 0x00 (hmm, not port 0x64!?!?)
* had 0x0020 set upon IRQ handler */
# define TIMER_IRQ_ACK 0x04000000UL
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# define IDX_IO_IRQSTATUS 0x64
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/* some IRQ bit in here might also be used to signal a power-management timer
* timeout , to request shutdown of the chip ( e . g . AD1815JS has such a thing ) .
* Some OPL3 hardware ( e . g . in LM4560 ) has some special timer hardware which
* can trigger an OPL3 timer IRQ , so maybe there ' s such a thing as well . . . */
# define IRQ_PLAYBACK 0x0001
# define IRQ_RECORDING 0x0002
# define IRQ_UNKNOWN1 0x0004 /* most probably I2S port */
# define IRQ_GAMEPORT 0x0008 /* Interrupt of Digital(ly) Enhanced Game Port */
# define IRQ_MPU401 0x0010
# define IRQ_TIMER 0x0020 /* DirectX timer */
# define IRQ_UNKNOWN2 0x0040 /* probably unused, or possibly I2S port? */
# define IRQ_UNKNOWN3 0x0080 /* probably unused, or possibly I2S port? */
2005-04-17 05:20:36 +07:00
# define IDX_IO_66H 0x66 /* writing 0xffff returns 0x0000 */
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/* this is set to e.g. 0x3ff or 0x300, and writable;
* maybe some buffer limit , but I couldn ' t find out more , PU : 0x00ff : */
# define IDX_IO_SOME_VALUE 0x68
# define IO_68_RANDOM_TOGGLE1 0x0100 /* toggles randomly */
# define IO_68_RANDOM_TOGGLE2 0x0200 /* toggles randomly */
/* umm, nope, behaviour of these bits changes depending on what we wrote
* to 0x6b ! ! */
/* this WORD can be set to have bits 0x0028 activated (FIXME: correct??);
* actually inhibits PCM playback ! ! ! maybe power management ? ? : */
# define IDX_IO_6AH 0x6A
/* bit 5: enabling this will activate permanent counting of bytes 2/3
* at gameport I / O ( 0xb402 / 3 ) ( equal values each ) and cause
* gameport legacy I / O at 0x0200 to be _DISABLED_ !
* Is this Digital Enhanced Game Port Enable ? ? ? Or maybe it ' s Testmode
* for Enhanced Digital Gameport ( see 4 D Wave DX card ) : */
# define IO_6A_SOMETHING1_GAMEPORT 0x0020
/* bit 8; sure, this _pauses_ playback (later resumes at same spot!),
* but what the heck is this really about ? ? : */
# define IO_6A_PAUSE_PLAYBACK_BIT8 0x0100
/* bit 9; sure, this _pauses_ playback (later resumes at same spot!),
* but what the heck is this really about ? ? : */
# define IO_6A_PAUSE_PLAYBACK_BIT9 0x0200
/* BIT8 and BIT9 are _NOT_ able to affect OPL3 MIDI playback,
* thus it suggests influence on PCM only ! !
* However OTOH there seems to be no bit anywhere around here
* which is able to disable OPL3 . . . */
/* bit 10: enabling this actually changes values at legacy gameport
* I / O address ( 0x200 ) ; is this enabling of the Digital Enhanced Game Port ? ? ?
* Or maybe this simply switches off the NE558 circuit , since enabling this
* still lets us evaluate button states , but not axis states */
# define IO_6A_SOMETHING2_GAMEPORT 0x0400
/* writing 0x0300: causes quite some crackling during
* PC activity such as switching windows ( PCI traffic ? ?
* - - > FIFO / timing settings ? ? ? ) */
/* writing 0x0100 plus/or 0x0200 inhibits playback */
/* since the Windows .INF file has Flag_Enable_JoyStick and
* Flag_Enable_SB_DOS_Emulation directly together , it stands to reason
* that some other bit in this same register might be responsible
* for SB DOS Emulation activation ( note that the file did NOT define
* a switch for OPL3 ! ) */
# define IDX_IO_6CH 0x6C /* unknown; fully read-writable */
# define IDX_IO_6EH 0x6E
/* writing 0xffff returns 0x83fe (or 0x03fe only).
* writing 0x83 ( and only 0x83 ! ! ) to 0x6f will cause 0x6c to switch
* from 0000 to ffff . */
2005-04-17 05:20:36 +07:00
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/* further I/O indices not saved/restored and not readable after writing,
* so probably not used */
2005-10-25 16:17:45 +07:00
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/*** Gameport area port indices ***/
2005-04-17 05:20:36 +07:00
/* (only 0x06 of 0x08 bytes saved/restored by Windows driver) */
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
# define AZF_IO_SIZE_GAME 0x08
# define AZF_IO_SIZE_GAME_PM 0x06
enum {
AZF_GAME_LEGACY_IO_PORT = 0x200
} AZF_GAME_CONFIGS ;
# define IDX_GAME_LEGACY_COMPATIBLE 0x00
/* in some operation mode, writing anything to this port
* triggers an interrupt :
* yup , that ' s in case IDX_GAME_01H has one of the
* axis measurement bits enabled
* ( and of course one needs to have GAME_HWCFG_IRQ_ENABLE , too ) */
# define IDX_GAME_AXES_CONFIG 0x01
/* NOTE: layout of this register awfully similar (read: "identical??")
* to AD1815JS . pdf ( p .29 ) */
/* enables axis 1 (X axis) measurement: */
# define GAME_AXES_ENABLE_1 0x01
/* enables axis 2 (Y axis) measurement: */
# define GAME_AXES_ENABLE_2 0x02
/* enables axis 3 (X axis) measurement: */
# define GAME_AXES_ENABLE_3 0x04
/* enables axis 4 (Y axis) measurement: */
# define GAME_AXES_ENABLE_4 0x08
/* selects the current axis to read the measured value of
* ( at IDX_GAME_AXIS_VALUE ) :
* 00 = axis 1 , 01 = axis 2 , 10 = axis 3 , 11 = axis 4 : */
# define GAME_AXES_READ_MASK 0x30
/* enable to have the latch continuously accept ADC values
* ( and continuously cause interrupts in case interrupts are enabled ) ;
* AD1815JS . pdf says it ' s ~ 16 ms interval there : */
# define GAME_AXES_LATCH_ENABLE 0x40
/* joystick data (measured axes) ready for reading: */
# define GAME_AXES_SAMPLING_READY 0x80
/* NOTE: other card specs (SiS960 and others!) state that the
* game position latches should be frozen when reading and be freed
* ( = = reset ? ) after reading ! ! !
* Freezing most likely means disabling 0x40 ( GAME_AXES_LATCH_ENABLE ) ,
* but how to free the value ? */
/* An internet search for "gameport latch ADC" should provide some insight
* into how to program such a gameport system . */
/* writing 0xf0 to 01H once reset both counters to 0, in some special mode!?
* yup , in case 6 AH 0x20 is not enabled
* ( and 0x40 is sufficient , 0xf0 is not needed ) */
# define IDX_GAME_AXIS_VALUE 0x02
/* R: value of currently configured axis (word value!);
* W : trigger axis measurement */
# define IDX_GAME_HWCONFIG 0x04
/* note: bits 4 to 7 are never set (== 0) when reading!
* - - > reserved bits ? */
/* enables IRQ notification upon axes measurement ready: */
# define GAME_HWCFG_IRQ_ENABLE 0x01
/* these bits choose a different frequency for the
* internal ADC counter increment .
* hmm , seems to be a combo of bits :
* 00 - - > standard frequency
* 10 - - > 1 / 2
* 01 - - > 1 / 20
* 11 - - > 1 / 200 : */
# define GAME_HWCFG_ADC_COUNTER_FREQ_MASK 0x06
2006-05-17 16:02:24 +07:00
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/* enable gameport legacy I/O address (0x200)
* I was unable to locate any configurability for a different address : */
# define GAME_HWCFG_LEGACY_ADDRESS_ENABLE 0x08
2005-04-17 05:20:36 +07:00
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/*** MPU401 ***/
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# define AZF_IO_SIZE_MPU 0x04
# define AZF_IO_SIZE_MPU_PM 0x04
[ALSA] PCI168 snd-azt3328 Linux driver: another huge update
- figured out 'Digital(ly) Enhanced Game Port' functionality,
implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
since we now support it via the PCI I/O space, not via conflict-prone
legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup
This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).
Signed-off-by: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
2008-05-16 17:18:29 +07:00
/*** OPL3 synth ***/
# define AZF_IO_SIZE_OPL3 0x08
# define AZF_IO_SIZE_OPL3_PM 0x06
/* hmm, given that a standard OPL3 has 4 registers only,
* there might be some enhanced functionality lurking at the end
* ( especially since register 0x04 has a " non-empty " value 0xfe ) */
2005-10-25 16:17:45 +07:00
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/*** mixer I/O area port indices ***/
/* (only 0x22 of 0x40 bytes saved/restored by Windows driver)
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* UNFORTUNATELY azf3328 is NOT truly AC97 compliant : see main file intro */
# define AZF_IO_SIZE_MIXER 0x40
# define AZF_IO_SIZE_MIXER_PM 0x22
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# define MIXER_VOLUME_RIGHT_MASK 0x001f
# define MIXER_VOLUME_LEFT_MASK 0x1f00
# define MIXER_MUTE_MASK 0x8000
# define IDX_MIXER_RESET 0x00 /* does NOT seem to have AC97 ID bits */
# define IDX_MIXER_PLAY_MASTER 0x02
# define IDX_MIXER_MODEMOUT 0x04
# define IDX_MIXER_BASSTREBLE 0x06
# define MIXER_BASSTREBLE_TREBLE_VOLUME_MASK 0x000e
# define MIXER_BASSTREBLE_BASS_VOLUME_MASK 0x0e00
# define IDX_MIXER_PCBEEP 0x08
# define IDX_MIXER_MODEMIN 0x0a
# define IDX_MIXER_MIC 0x0c
# define MIXER_MIC_MICGAIN_20DB_ENHANCEMENT_MASK 0x0040
# define IDX_MIXER_LINEIN 0x0e
# define IDX_MIXER_CDAUDIO 0x10
# define IDX_MIXER_VIDEO 0x12
# define IDX_MIXER_AUX 0x14
# define IDX_MIXER_WAVEOUT 0x16
# define IDX_MIXER_FMSYNTH 0x18
# define IDX_MIXER_REC_SELECT 0x1a
# define MIXER_REC_SELECT_MIC 0x00
# define MIXER_REC_SELECT_CD 0x01
# define MIXER_REC_SELECT_VIDEO 0x02
# define MIXER_REC_SELECT_AUX 0x03
# define MIXER_REC_SELECT_LINEIN 0x04
# define MIXER_REC_SELECT_MIXSTEREO 0x05
# define MIXER_REC_SELECT_MIXMONO 0x06
# define MIXER_REC_SELECT_MONOIN 0x07
# define IDX_MIXER_REC_VOLUME 0x1c
# define IDX_MIXER_ADVCTL1 0x1e
/* unlisted bits are unmodifiable */
# define MIXER_ADVCTL1_3DWIDTH_MASK 0x000e
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# define MIXER_ADVCTL1_HIFI3D_MASK 0x0300 /* yup, this is missing the high bit that official AC97 contains, plus it doesn't have linear bit value range behaviour but instead acts weirdly (possibly we're dealing with two *different* 3D settings here??) */
# define IDX_MIXER_ADVCTL2 0x20 /* subset of AC97_GENERAL_PURPOSE reg! */
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/* unlisted bits are unmodifiable */
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# define MIXER_ADVCTL2_LPBK 0x0080 /* Loopback mode -- Win driver: "WaveOut3DBypass"? mutes WaveOut at LineOut */
# define MIXER_ADVCTL2_MS 0x0100 /* Mic Select 0=Mic1, 1=Mic2 -- Win driver: "ModemOutSelect"?? */
# define MIXER_ADVCTL2_MIX 0x0200 /* Mono output select 0=Mix, 1=Mic; Win driver: "MonoSelectSource"?? */
# define MIXER_ADVCTL2_3D 0x2000 /* 3D Enhancement 1=on */
# define MIXER_ADVCTL2_POP 0x8000 /* Pcm Out Path, 0=pre 3D, 1=post 3D */
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# define IDX_MIXER_SOMETHING30H 0x30 /* used, but unknown??? */
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/* driver internal flags */
# define SET_CHAN_LEFT 1
# define SET_CHAN_RIGHT 2
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# endif /* __SOUND_AZT3328_H */