apple2-go/audio/audio.go

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package audio
import (
"errors"
"mos6502go/system"
ebiten_audio "github.com/hajimehoshi/ebiten/audio"
)
var (
audioContext *ebiten_audio.Context
player *ebiten_audio.Player
firstAudio bool
Mute bool
)
type stream struct{}
func (s *stream) Read(data []byte) (int, error) {
dataLen := len(data)
if firstAudio {
// The first time, drain the audio queue
firstAudio = false
for i := 0; i < len(system.AudioChannel); i++ {
<-system.AudioChannel
}
return dataLen, nil
}
if dataLen%4 != 0 {
return 0, errors.New("dataLen % 4 must be 0")
}
if Mute {
return dataLen, nil
}
samples := dataLen / 4
for i := 0; i < dataLen; i++ {
data[i] = 0
}
for i := 0; i < samples; i++ {
b := <-system.AudioChannel
data[4*i] = byte(b)
data[4*i+1] = byte(b >> 8)
data[4*i+2] = byte(b)
data[4*i+3] = byte(b >> 8)
}
return dataLen, nil
}
func (s *stream) Close() error {
return nil
}
func Init() {
system.AudioCycles = 0
firstAudio = true
Mute = false
var err error
audioContext, err = ebiten_audio.NewContext(system.AudioSampleRate)
if err != nil {
panic(err)
}
// Pass the (infinite) stream to audio.NewPlayer.
// After calling Play, the stream never ends as long as the player object lives.
// var err error
player, err = ebiten_audio.NewPlayer(audioContext, &stream{})
if err != nil {
panic(err)
}
player.Play()
}
func Click() {
ForwardToFrameCycle()
system.AudioAttenuationCounter = 4000
system.LastAudioValue = ^system.LastAudioValue
}
func attenuate(sample uint16) uint16 {
if system.AudioAttenuationCounter == 0 {
return 0
} else {
system.AudioAttenuationCounter--
return sample
}
}
func ForwardToFrameCycle() {
ratio := float64(system.AudioSampleRate) / system.CpuFrequency
samples := uint64(ratio * float64(system.FrameCycles-system.LastAudioCycles))
var i uint64
for i = 0; i < samples; i++ {
b := attenuate(system.LastAudioValue)
system.AudioChannel <- b
}
system.LastAudioCycles = system.FrameCycles
}