/***************************************************************************

    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, 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, 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, NODE_30, 1000.0/600.0)	// Explode adds original noise source onto filtered source
	DISCRETE_ONOFF(NODE_33, LLANDER_EXPLOD_EN, NODE_32)
	DISCRETE_ADDER2(NODE_34, 1, NODE_31, NODE_33)
	/* TBD - replace this line with a Active Lowpass macro */
	DISCRETE_FILTER1(LLANDER_THRUST_EXPLOD_SND, 1, NODE_34, 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_DEVICE_HANDLER( llander_snd_reset_w )
{
	/* Resets the LFSR that is used for the white noise generator       */
	discrete_sound_w(device, LLANDER_NOISE_RESET, 0);				/* Reset */
}

WRITE8_DEVICE_HANDLER( llander_sounds_w )
{
	discrete_sound_w(device, LLANDER_THRUST_DATA, data & 0x07);		/* Thrust volume */
	discrete_sound_w(device, LLANDER_TONE3K_EN, data & 0x10);		/* Tone 3KHz enable */
	discrete_sound_w(device, LLANDER_TONE6K_EN, data & 0x20);		/* Tone 6KHz enable */
	discrete_sound_w(device, LLANDER_EXPLOD_EN, data & 0x08);		/* Explosion */
}

