* Added github actions for PRs
* Added some rustfmt::skip attributes
* Applied formatting
* Added rustfmt component in action
* Configured to use rustfmt version 2 which fixes some comment formatting
* Removed ready_for_review condition for github actions
Since it has the synchronize condition, it will update after each
commit, whether in draft or not, so I think this should be alright
It now actually checks the clock and tries to mix the audio in sync
relative to the clock, but the cpal output doesn't yet try to sync
to the StreamInstant time. Sound seems a lot better on chrome in
wasm, but and kind of better on firefox despite frame skipping not
being supported yet, but it's way slower for some reason (12fps)
It now sort of sounds like the main instrument, but the drums and bass
aren't there, and I'm not sure why. I'm pretty sure the envelope and
phase generators are working, and there is feedback although it might
not be correct. There's no LFO but that isn't used by Sonic 1 from
the register writes at least.
It was previously only updating the frequency if the A0 registers
were written last, but now it works the way the rate code does, using
the cached register values to set the frequency whenever a register
is written to. It also stores the fnumber and block in the operator
which I guess would be needed eventually if I want to save and restore
state.
- The envelope generator wasn't working as it should have, minor issues
with the limits and whether to use 10-bit or 12-bit values (more to come)
- fixed issues with sustain level where it was always set to 0
- fixed release rate and levels to make them 5-bit and 10-bit numbers
respectively, so they match the others
- switched from SineWave to SquareWave and this alone made it go from
terrible and muddy to not that far off. I probably need to completely
change the output
- also included an attempt at removing HostData, still needed for an
interrupt that is triggered by user input
It does something, but doesn't work as it should. It could be a few
things including the on/off signal being too slow due to how time
works in the sample generation, but I wanted to at least commit what
I have. It seems to work roughly right according to the forum post
that describes the chip's operation in detail, but there could still
be some glaring bugs
It was using the DAC value as a positive offset, which makes a slight
click at the start and end of the SEGA voice at the start of a game.
now subtracts half the value and amplifies it a bit so that it
crosses the 0 value
I wanted to make this a bit more modular, so it's easier in theory to
write external crates that can reuse bits, and selectively compile in
bits, such as adding new systems or new cpu implementations