robmcmullen-apple2/src/sound.cpp

256 lines
6.3 KiB
C++

//
// Sound Interface
//
// by James Hammons
// (C) 2005 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"
// Useful defines
//#define DEBUG
//#define WRITE_OUT_WAVE
//#define SAMPLE_RATE (44100.0)
#define SAMPLE_RATE (48000.0)
#define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0)
#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
//#define SOUND_BUFFER_SIZE (8192)
#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 int16_t soundBuffer[SOUND_BUFFER_SIZE];
static uint32_t soundBufferPos;
static uint64_t lastToggleCycles;
static SDL_cond * conditional = NULL;
static SDL_mutex * mutex = NULL;
static SDL_mutex * mutex2 = NULL;
static int16_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 };
#ifdef WRITE_OUT_WAVE
static FILE * fp = NULL;
#endif
// Private function prototypes
static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length);
//
// Initialize the SDL sound system
//
void SoundInit(void)
{
#if 0
// To weed out problems for now...
return;
#endif
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_S16SYS; // This uses the native endian (for portability)...
desired.channels = 1;
desired.samples = 512; // Let's try a 1/2K buffer (can always go lower)
desired.callback = SDLSoundCallback;
device = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0);
if (device == 0)
{
WriteLog("Sound: Failed to initialize SDL sound.\n");
return;
}
conditional = SDL_CreateCond();
mutex = SDL_CreateMutex();
mutex2 = SDL_CreateMutex();// Let's try real signalling...
soundBufferPos = 0;
lastToggleCycles = 0;
sample = desired.silence; // ? wilwok ? yes
SDL_PauseAudioDevice(device, 0); // Start playback!
soundInitialized = true;
WriteLog("Sound: Successfully initialized.\n");
#ifdef WRITE_OUT_WAVE
fp = fopen("./apple2.wav", "wb");
#endif
}
//
// Close down the SDL sound subsystem
//
void SoundDone(void)
{
if (soundInitialized)
{
SDL_PauseAudioDevice(device, 1);
SDL_CloseAudioDevice(device);
SDL_DestroyCond(conditional);
SDL_DestroyMutex(mutex);
SDL_DestroyMutex(mutex2);
WriteLog("Sound: Done.\n");
#ifdef WRITE_OUT_WAVE
fclose(fp);
#endif
}
}
void SoundPause(void)
{
if (soundInitialized)
SDL_PauseAudioDevice(device, 1);
}
void SoundResume(void)
{
if (soundInitialized)
SDL_PauseAudioDevice(device, 0);
}
//
// Sound card callback handler
//
static void SDLSoundCallback(void * /*userdata*/, Uint8 * buffer8, int length8)
{
//WriteLog("SDLSoundCallback(): begin (soundBufferPos=%i)\n", soundBufferPos);
// The sound buffer should only starve when starting which will cause it to
// lag behind the emulation at most by around 1 frame...
// (Actually, this should never happen since we fill the buffer beforehand.)
// (But, then again, if the sound hasn't been toggled for a while, then this
// makes perfect sense as the buffer won't have been filled at all!)
// (Should NOT starve now, now that we properly handle frame edges...)
// Let's try using a mutex for shared resource consumption...
//Actually, I think Lock/UnlockAudio() does this already...
//WriteLog("SDLSoundCallback: soundBufferPos = %i\n", soundBufferPos);
SDL_mutexP(mutex2);
// Recast this as a 16-bit type...
int16_t * buffer = (int16_t *)buffer8;
uint32_t length = (uint32_t)length8 / 2;
//WriteLog("SDLSoundCallback(): filling buffer...\n");
if (soundBufferPos < length)
{
// 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;
}
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];
}
// Free the mutex...
//WriteLog("SDLSoundCallback(): SDL_mutexV(mutex2)\n");
SDL_mutexV(mutex2);
// Wake up any threads waiting for the buffer to drain...
SDL_CondSignal(conditional);
//WriteLog("SDLSoundCallback(): end\n");
}
// This is called by the main CPU thread every ~21.333 cycles.
void WriteSampleToBuffer(void)
{
//WriteLog("WriteSampleToBuffer(): SDL_mutexP(mutex2)\n");
SDL_mutexP(mutex2);
// 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_mutexV(mutex2); // Release it so sound thread can get it,
SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
SDL_CondWait(conditional, mutex); // Sleep/wait for the sound thread
SDL_mutexV(mutex); // Must unlock the mutex for the cond to work properly...
SDL_mutexP(mutex2); // Re-lock it until we're done with it...
}
soundBuffer[soundBufferPos++] = sample;
//WriteLog("WriteSampleToBuffer(): SDL_mutexV(mutex2)\n");
SDL_mutexV(mutex2);
}
void ToggleSpeaker(void)
{
if (!soundInitialized)
return;
speakerState = !speakerState;
sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
}
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;
}