mirror of
https://github.com/robmcmullen/apple2.git
synced 2024-06-09 10:29:27 +00:00
Changes to sound system relating to the new threaded CPU core. It works,
mostly, but still plays back too fast. Dunno why. :-/
This commit is contained in:
parent
71981eae69
commit
d0e4cf72ab
103
src/apple2.cpp
103
src/apple2.cpp
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@ -54,13 +54,19 @@
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#include "gui/draggablewindow2.h"
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#include "gui/textedit.h"
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//using namespace std;
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// Debug and misc. defines
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#define THREADED_65C02
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//#define CPU_THREAD_OVERFLOW_COMPENSATION
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//#define DEBUG_LC
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#define CPU_CLOCK_CHECKING
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// Global variables
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uint8 ram[0x10000], rom[0x10000]; // RAM & ROM spaces
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uint8 ram2[0x10000];
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uint8 diskRom[0x100]; // Disk ROM space
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V65C02REGS mainCPU;
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V65C02REGS mainCPU; // v65C02 execution context
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uint8 appleType = APPLE_TYPE_II;
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FloppyDrive floppyDrive;
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@ -95,7 +101,6 @@ static bool LoadApple2State(const char * filename);
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static void FrameCallback(void);
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static void BlinkTimer(void);
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#define THREADED_65C02
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#ifdef THREADED_65C02
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// Test of threaded execution of 6502
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static SDL_Thread * cpuThread = NULL;
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@ -115,18 +120,41 @@ int CPUThreadFunc(void * data)
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// Also, must be created in the thread that uses it...
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SDL_mutex * cpuMutex = SDL_CreateMutex();
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#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
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float overflow = 0.0;
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#endif
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do
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{
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if (cpuSleep)
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SDL_CondWait(cpuCond, cpuMutex);
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Execute65C02(&mainCPU, 17066); // how much? 1 frame (after 1 s, off by 40 cycles)
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uint32 cycles = 17066;
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#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
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// ODD! It's closer *without* this overflow compensation. ??? WHY ???
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overflow += 0.666666667;
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if (overflow > 1.0)
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{
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overflow -= 1.0;
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cycles++;
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}
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#endif
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Execute65C02(&mainCPU, cycles); // how much? 1 frame (after 1 s, off by 40 cycles) not any more--it's off by as much as 240 now!
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SDL_mutexP(cpuMutex);
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// Adjust the sound routine's last cycle toggled time base
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// Also, since we're finished executing, .clock is now valid
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AdjustLastToggleCycles(mainCPU.clock);
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#if 0
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if (SDL_CondWait(cpuCond, cpuMutex) != 0)
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{
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printf("SDL_CondWait != 0! (Error: '%s')\n", SDL_GetError());
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exit(-1);
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}
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#else
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SDL_CondWait(cpuCond, cpuMutex);
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#endif
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SDL_mutexV(cpuMutex);
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}
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while (!cpuFinished);
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@ -189,11 +217,11 @@ if (addr >= 0xC080 && addr <= 0xC08F)
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WriteLog("\n*** Read at I/O address %04X\n", addr);
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#endif
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if ((addr & 0xFFF0) == 0xC000)
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if ((addr & 0xFFF0) == 0xC000) // Read $C000-$C00F
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{
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return lastKeyPressed | (keyDown ? 0x80 : 0x00);
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}
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else if ((addr & 0xFFF0) == 0xC010)
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else if ((addr & 0xFFF0) == 0xC010) // Read $C010-$C01F
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{
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//This is bogus: keyDown is set to false, so return val NEVER is set...
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//Fixed...
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@ -202,7 +230,7 @@ if (addr >= 0xC080 && addr <= 0xC08F)
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keyDown = false;
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return retVal;
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}
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else if ((addr & 0xFFF0) == 0xC030)
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else if ((addr & 0xFFF0) == 0xC030) // Read $C030-$C03F
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{
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/*
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This is problematic, mainly because the v65C02 removes actual cycles run after each call.
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@ -225,35 +253,35 @@ deltaT to zero. In the sound IRQ, if deltaT > buffer size, then subtract buffer
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//should it return something else here???
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return 0x00;
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}
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else if (addr == 0xC050)
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else if (addr == 0xC050) // Read $C050
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{
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textMode = false;
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}
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else if (addr == 0xC051)
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else if (addr == 0xC051) // Read $C051
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{
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textMode = true;
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}
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else if (addr == 0xC052)
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else if (addr == 0xC052) // Read $C052
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{
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mixedMode = false;
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}
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else if (addr == 0xC053)
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else if (addr == 0xC053) // Read $C053
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{
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mixedMode = true;
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}
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else if (addr == 0xC054)
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else if (addr == 0xC054) // Read $C054
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{
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displayPage2 = false;
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}
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else if (addr == 0xC055)
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else if (addr == 0xC055) // Read $C055
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{
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displayPage2 = true;
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}
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else if (addr == 0xC056)
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else if (addr == 0xC056) // Read $C056
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{
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hiRes = false;
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}
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else if (addr == 0xC057)
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else if (addr == 0xC057) // Read $C057
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{
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hiRes = true;
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}
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@ -297,7 +325,6 @@ deltaT to zero. In the sound IRQ, if deltaT > buffer size, then subtract buffer
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A = PEEK($C082)
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*/
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//#define DEBUG_LC
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else if ((addr & 0xFFFB) == 0xC080)
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{
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#ifdef DEBUG_LC
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@ -560,6 +587,8 @@ if (addr == 0x7F47)
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WriteLog("\n*** Byte %02X written at address %04X\n", b, addr);
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#endif
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/*
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I think this is IIc/IIe only...
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CLR80STORE=$C000 ;80STORE Off- disable 80-column memory mapping (Write)
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SET80STORE=$C001 ;80STORE On- enable 80-column memory mapping (WR-only)
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@ -727,6 +756,7 @@ WriteLog("LC(R): $C08B 49291 OECG RR Read/Write RAM bank 1\n");
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else if (addr == 0xC0EC)
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{
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//change this to Write()? (and the other to Read()?) Dunno. Seems to work OK, but still...
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//or DoIO
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floppyDrive.ReadWrite();
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}
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else if (addr == 0xC0ED)
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@ -794,10 +824,10 @@ static bool LoadApple2State(const char * filename)
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return false;
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}
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//#define CPU_CLOCK_CHECKING
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#ifdef CPU_CLOCK_CHECKING
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uint8 counter = 0;
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uint32 totalCPU = 0;
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uint64 lastClock = 0;
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#endif
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//
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// Main loop
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@ -812,6 +842,7 @@ int main(int /*argc*/, char * /*argv*/[])
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//Need to bankify this stuff for the IIe emulation...
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memset(ram, 0, 0x10000);
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memset(rom, 0, 0x10000);
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memset(ram2, 0, 0x10000);
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// Set up V65C02 execution context
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memset(&mainCPU, 0, sizeof(V65C02REGS));
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@ -914,19 +945,8 @@ memcpy(ram + 0xD000, ram + 0xC000, 0x1000);
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startTicks = SDL_GetTicks();
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#ifdef THREADED_65C02
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//cpuMutex = SDL_CreateMutex();
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//mutex must be locked for conditional to work...
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//if (SDL_mutexP(cpuMutex) == -1)
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//{
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// printf("Couldn't lock CPU mutex!\n");
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// exit(-1);
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//}
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cpuCond = SDL_CreateCond();
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//printf("mutex=$%08X, cond=$%08X\n", cpuMutex, cpuCond);
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//cpuSleep = true;
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cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
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//cpuSleep = false;
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//SDL_CondSignal(cpuCond);
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#endif
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WriteLog("Entering main loop...\n");
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@ -941,7 +961,9 @@ cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
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//Fixed, but mainCPU.clock is destroyed in the bargain. Oh well.
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// mainCPU.clock -= USEC_TO_M6502_CYCLES(timeToNextEvent);
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#ifdef CPU_CLOCK_CHECKING
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#ifndef THREADED_65C02
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totalCPU += USEC_TO_M6502_CYCLES(timeToNextEvent);
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#endif
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#endif
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// Handle CPU time delta for sound...
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//Don't need this anymore now that we use absolute time...
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@ -951,10 +973,10 @@ totalCPU += USEC_TO_M6502_CYCLES(timeToNextEvent);
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#ifdef THREADED_65C02
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cpuFinished = true;
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SDL_CondSignal(cpuCond);//thread is asleep, wake it up
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SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up
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SDL_WaitThread(cpuThread, NULL);
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//nowok:SDL_WaitThread(CPUThreadFunc, NULL);
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SDL_DestroyCond(cpuCond);
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//SDL_DestroyMutex(cpuMutex);
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#endif
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if (settings.autoStateSaving)
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@ -1119,6 +1141,10 @@ else if (event.key.keysym.sym == SDLK_F10)
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SetCallbackTime(FrameCallback, 16666.66666667);
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#ifdef CPU_CLOCK_CHECKING
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//We know it's stopped, so we can get away with this...
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uint64 clock = GetCurrentV65C02Clock();
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totalCPU += (uint32)(clock - lastClock);
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lastClock = clock;
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counter++;
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if (counter == 60)
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{
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o Have the CPU thread manage the timer mechanism? (need to have a method of carrying
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remainder CPU cycles over...)
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One way would be to use a fractional accumulator, then subtract 1 every
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time it overflows. Like so:
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double overflow = 0;
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uint32 time = 20;
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while (!done)
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{
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Execute6808(&soundCPU, time);
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overflow += 0.289115646;
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if (overflow > 1.0)
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{
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overflow -= 1.0;
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time = 21;
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}
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else
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time = 20;
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}
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*/
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131
src/sound.cpp
131
src/sound.cpp
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#include <SDL.h>
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#include "log.h"
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// Useful defines
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//#define DEBUG
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//#define SAMPLE_RATE (44100.0)
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#define SAMPLE_RATE (48000.0)
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#define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0)
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#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
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#define SOUND_BUFFER_SIZE (8192)
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//#define AMPLITUDE (16) // -32 - +32 seems to be plenty loud!
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// ~ 21
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//#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
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// ~ 17 (lower pitched than above...!)
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// Makes sense, as this is the divisor for # of cycles passed
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#define CYCLES_PER_SAMPLE (800000.0 / SAMPLE_RATE)
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//nope, too high #define CYCLES_PER_SAMPLE (960000.0 / SAMPLE_RATE)
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//#define SOUND_BUFFER_SIZE (8192)
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#define SOUND_BUFFER_SIZE (16384)
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// Global variables
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static SDL_cond * conditional = NULL;
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static SDL_mutex * mutex = NULL;
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static SDL_mutex * mutex2 = NULL;
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static uint8 ampPtr = 5;
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static int8 sample;
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static uint8 ampPtr = 5; // Start with -16 - +16
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static uint16 amplitude[17] = { 0, 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048,
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4096, 8192, 16384, 32768 };
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//
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void SoundInit(void)
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{
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#if 1
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#if 0
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// To weed out problems for now...
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return;
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#endif
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sampleBase = 0;
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lastToggleCycles = 0;
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samplePosition = 0;
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sample = desired.silence; // ? wilwok ? yes
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SDL_PauseAudio(false); // Start playback!
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soundInitialized = true;
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// (Actually, this should never happen since we fill the buffer beforehand.)
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// (But, then again, if the sound hasn't been toggled for a while, then this
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// makes perfect sense as the buffer won't have been filled at all!)
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// (Should NOT starve now, now that we properly handle frame edges...)
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// Let's try using a mutex for shared resource consumption...
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SDL_mutexP(mutex2);
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@ -135,8 +146,8 @@ static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length)
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buffer[i] = soundBuffer[i];
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// Fill buffer with last value
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memset(buffer + soundBufferPos, (uint8)(speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]), length - soundBufferPos);
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soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
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// memset(buffer + soundBufferPos, (uint8)(speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]), length - soundBufferPos);
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memset(buffer + soundBufferPos, (uint8)sample, length - soundBufferPos); soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
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sampleBase = 0; // & sampleBase...
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//Ick. This should never happen!
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//Actually, this probably happens a lot. (?)
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Could add # of cycles in IRQ to lastToggleCycles, then currentPos will be guaranteed
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to fall within acceptable limits.
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This *should* work, but if the IRQ isn't scheduled & etc, could screw timing up.
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Need to have a way to suspend IRQ thread as well as CPU thread when in the GUI,
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for example
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Another method would be to add to lastToggleCycles on every timeslice of the CPU,
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just like we used to.
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Or, run the CPU for CYCLES_PER_SAMPLE and take a sample, then copy the buffer over
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at the end of the timeslice. That way, we could just fill the buffer and let the
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IRQ handle draining it. No muss, no fuss.
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*/
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if (currentPos > SOUND_BUFFER_SIZE - 1)
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if ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
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{
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#if 0
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WriteLog("ToggleSpeaker() about to go into spinlock at time: %08X (%u) (sampleBase=%u)!\n", time, time, sampleBase);
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// SDL_CondWait(conditional, mutex);
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// SDL_LockAudio();
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// Hm.
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// This might not empty the buffer enough, causing hash and trash. !!! FIX !!!
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SDL_mutexV(mutex2);//Release it so sound thread can get it,
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SDL_CondWait(conditional, mutex);//Sleep/wait for the sound thread
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SDL_mutexP(mutex2);//Re-lock it until we're done with it...
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currentPos = sampleBase + (uint32)((double)elapsedCycles / CYCLES_PER_SAMPLE);
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// currentPos = sampleBase + (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
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currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
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#if 0
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WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);
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#endif
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}
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int8 sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
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sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
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// currentPos is position from "zero" or soundBufferPos...
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currentPos += soundBufferPos;
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while (soundBufferPos < currentPos)
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soundBuffer[soundBufferPos++] = (uint8)sample;
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// This is done *after* in case the buffer had a long dead spot (I think...)
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speakerState = !speakerState;
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sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
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lastToggleCycles = elapsedCycles;
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SDL_mutexV(mutex2);
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// SDL_UnlockAudio();
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}
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@ -275,6 +304,88 @@ void AddToSoundTimeBase(uint32 cycles)
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// SDL_UnlockAudio();
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}
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void AdjustLastToggleCycles(uint64 elapsedCycles)
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{
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#if 0
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if (!soundInitialized)
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return;
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SDL_mutexP(mutex2);
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lastToggleCycles += elapsedCycles;
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SDL_mutexV(mutex2);
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// We should also fill the buffer here as well, even if the speaker
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// didn't toggle... !!! FIX !!!
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#else
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/*
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BOOKKEEPING
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We need to know the following:
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o Where in the sound buffer the base or "zero" time is
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o At what CPU timestamp the speaker was last toggled
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NOTE: we keep things "right" by advancing this number every frame, even
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if nothing happened! That way, we can keep track without having
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to detect whether or not several frames have gone by without any
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activity.
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How to do it:
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Every time the speaker is toggled, we move the base or "zero" time to the
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current spot in the buffer. We also backfill the buffer up to that point with
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the old toggle value. The next time the speaker is toggled, we measure the
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difference in time between the last time it was toggled (the "zero") and now,
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and repeat the cycle.
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We handle dead spots by backfilling the buffer with the current toggle value
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every frame--this way we don't have to worry about keeping current time and
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crap like that. So, we have to move the "zero" the right amount, just like
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in ToggleSpeaker(), and backfill only without toggling.
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*/
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#warning "This is VERY similar to ToggleSpeaker(); merge into common function. !!! FIX !!!"
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if (!soundInitialized)
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return;
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#ifdef DEBUG
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printf("SOUND: AdjustLastToggleCycles() start...\n");
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#endif
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// Step 1: Calculate delta time
|
||||
uint64 deltaCycles = elapsedCycles - lastToggleCycles;
|
||||
|
||||
// Step 2: Calculate new buffer position
|
||||
uint32 currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
|
||||
|
||||
// Step 3: Make sure there's room for it
|
||||
// We need to lock since we touch both soundBuffer and soundBufferPos
|
||||
SDL_mutexP(mutex2);
|
||||
while ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
|
||||
{
|
||||
// Hm.
|
||||
// This might not empty the buffer enough, causing hash and trash. !!! FIX !!! [DONE]
|
||||
SDL_mutexV(mutex2);//Release it so sound thread can get it,
|
||||
SDL_CondWait(conditional, mutex);//Sleep/wait for the sound thread
|
||||
SDL_mutexP(mutex2);//Re-lock it until we're done with it...
|
||||
|
||||
//HMM, this doesn't need to lock or recalculate this value
|
||||
// currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
|
||||
}
|
||||
|
||||
// Step 4: Backfill and adjust lastToggleCycles
|
||||
// currentPos is position from "zero" or soundBufferPos...
|
||||
currentPos += soundBufferPos;
|
||||
|
||||
// Backfill with current toggle state
|
||||
while (soundBufferPos < currentPos)
|
||||
soundBuffer[soundBufferPos++] = (uint8)sample;
|
||||
|
||||
SDL_mutexV(mutex2);
|
||||
lastToggleCycles = elapsedCycles;
|
||||
#ifdef DEBUG
|
||||
printf("SOUND: AdjustLastToggleCycles() end...\n");
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void VolumeUp(void)
|
||||
{
|
||||
// Currently set for 8-bit samples
|
||||
|
|
|
@ -18,7 +18,8 @@
|
|||
void SoundInit(void);
|
||||
void SoundDone(void);
|
||||
void ToggleSpeaker(uint64 elapsedCycles);
|
||||
void AddToSoundTimeBase(uint64 cycles);
|
||||
//void AddToSoundTimeBase(uint64 cycles);
|
||||
void AdjustLastToggleCycles(uint64 elapsedCycles);
|
||||
void VolumeUp(void);
|
||||
void VolumeDown(void);
|
||||
uint8 GetVolume(void);
|
||||
|
|
Loading…
Reference in New Issue
Block a user