robmcmullen-apple2/src/sound.cpp

224 lines
5.6 KiB
C++

//
// Sound Interface
//
// by James Hammons
// (C) 2005-2018 Underground Software
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- -----------------------------------------------------------
// JLH 12/02/2005 Fixed a problem with sound callback thread signaling the
// main thread
// JLH 12/03/2005 Fixed sound callback dropping samples when the sample
// buffer is shorter than the callback sample buffer
//
// STILL TO DO:
//
// - Figure out why it's losing samples (Bard's Tale) [DONE]
// - Figure out why it's playing too fast [DONE]
//
#include "sound.h"
#include <string.h> // For memset, memcpy
#include <SDL2/SDL.h>
#include "log.h"
#include "mockingboard.h"
// Useful defines
//#define DEBUG
#define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0)
#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
// 32K ought to be enough for anybody
#define SOUND_BUFFER_SIZE (32768)
// Global variables
// Local variables
static SDL_AudioSpec desired, obtained;
static SDL_AudioDeviceID device;
static bool soundInitialized = false;
static bool speakerState = false;
static uint16_t soundBuffer[SOUND_BUFFER_SIZE];
static uint32_t soundBufferPos;
static uint16_t sample;
static uint8_t ampPtr = 12; // Start with -2047 - +2047
static int16_t amplitude[17] = { 0, 1, 2, 3, 7, 15, 31, 63, 127, 255,
511, 1023, 2047, 4095, 8191, 16383, 32767 };
// Private function prototypes
static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length);
/*
N.B: We can convert this from the current callback model to a push model by using SDL_QueueAudio(SDL_AudioDeviceID id, const void * data, Uint32 len) where id is the audio device ID, data is a pointer to the sound buffer, and len is the size of the buffer in *bytes* (not samples!). To use this method, we need to set up things as usual but instead of putting the callback function pointer in desired.callback, we put a NULL there. The downside is that we can't tell if the buffer is being starved or not, which is why we haven't kicked it to the curb just yet--we want to know why we're still getting buffer starvation even if it's not as frequent as it used to be. :-/
You can get the size of the audio already queued with SDL_GetQueuedAudioSize(SDL_AudioDeviceID id), which will return the size of the buffer in bytes (again, *not* samples!).
*/
//
// Initialize the SDL sound system
//
void SoundInit(void)
{
SDL_zero(desired);
desired.freq = SAMPLE_RATE; // SDL will do conversion on the fly, if it can't get the exact rate. Nice!
desired.format = AUDIO_U16SYS; // This uses the native endian (for portability)...
desired.channels = 1;
desired.samples = 512; // Let's try a 1/2K buffer
desired.callback = SDLSoundCallback;
device = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0);
if (device == 0)
{
WriteLog("Sound: Failed to initialize SDL sound.\n");
WriteLog("SDL sez: %s\n", SDL_GetError());
return;
}
soundBufferPos = 0;
sample = desired.silence; // ? wilwok ? yes
SDL_PauseAudioDevice(device, 0);// Start playback!
soundInitialized = true;
WriteLog("Sound: Successfully initialized.\n");
}
//
// Close down the SDL sound subsystem
//
void SoundDone(void)
{
if (soundInitialized)
{
SDL_PauseAudioDevice(device, 1);
SDL_CloseAudioDevice(device);
WriteLog("Sound: Done.\n");
}
}
void SoundPause(void)
{
if (soundInitialized)
SDL_PauseAudioDevice(device, 1);
}
void SoundResume(void)
{
if (soundInitialized)
SDL_PauseAudioDevice(device, 0);
}
//
// Sound card callback handler
//
static uint32_t sndFrmCnt = 0;
static uint32_t lastStarve = 0;
static void SDLSoundCallback(void * /*userdata*/, Uint8 * buffer8, int length8)
{
sndFrmCnt++;
// Recast this as a 16-bit type...
uint16_t * buffer = (uint16_t *)buffer8;
uint32_t length = (uint32_t)length8 / 2;
if (soundBufferPos < length)
{
//WriteLog("*** Sound buffer starved (%d short) *** [%d delta %d]\n", length - soundBufferPos, sndFrmCnt, sndFrmCnt - lastStarve);
lastStarve = sndFrmCnt;
#if 1
for(uint32_t i=0; i<length; i++)
buffer[i] = desired.silence;
#else
// The sound buffer is starved...
for(uint32_t i=0; i<soundBufferPos; i++)
buffer[i] = soundBuffer[i];
// Fill buffer with last value
for(uint32_t i=soundBufferPos; i<length; i++)
buffer[i] = sample;
// Reset soundBufferPos to start of buffer...
soundBufferPos = 0;
#endif
}
else
{
// Fill sound buffer with frame buffered sound
for(uint32_t i=0; i<length; i++)
buffer[i] = soundBuffer[i];
soundBufferPos -= length;
// Move current buffer down to start
for(uint32_t i=0; i<soundBufferPos; i++)
soundBuffer[i] = soundBuffer[length + i];
}
}
//
// This is called by the main CPU thread every ~21.666 cycles.
//
void WriteSampleToBuffer(void)
{
// uint16_t s1 = AYGetSample(0);
// uint16_t s2 = AYGetSample(1);
uint16_t s1 = mb[0].ay[0].GetSample();
uint16_t s2 = mb[0].ay[1].GetSample();
// This should almost never happen, but, if it does...
while (soundBufferPos >= (SOUND_BUFFER_SIZE - 1))
{
//WriteLog("WriteSampleToBuffer(): Waiting for sound thread. soundBufferPos=%i, SOUNDBUFFERSIZE-1=%i\n", soundBufferPos, SOUND_BUFFER_SIZE-1);
SDL_Delay(1);
}
SDL_LockAudioDevice(device);
soundBuffer[soundBufferPos++] = sample + s1 + s2;
SDL_UnlockAudioDevice(device);
}
void ToggleSpeaker(void)
{
if (!soundInitialized)
return;
speakerState = !speakerState;
sample = (speakerState ? amplitude[ampPtr] : 0);
}
void VolumeUp(void)
{
// Currently set for 16-bit samples
if (ampPtr < 16)
ampPtr++;
}
void VolumeDown(void)
{
if (ampPtr > 0)
ampPtr--;
}
uint8_t GetVolume(void)
{
return ampPtr;
}