#include "sound.h"
#include <string.h> // For memset, memcpy
-#include <SDL.h>
+#include <SDL2/SDL.h>
#include "log.h"
// Useful defines
//#define DEBUG
+//#define WRITE_OUT_WAVE
+
+// This is odd--seems to be working properly now! Maybe a bug in the SDL sound code?
+// Actually, it still doesn't sound right... Sounds too slow now. :-/
+// But then again, it's difficult to tell. Sometimes it slows waaaaaay down, but generally
+// seems to be OK other than that
+// Also, it could be that the discrepancy in pitch is due to the V65C02 and it's lack of
+// cycle accuracy...
//#define SAMPLE_RATE (44100.0)
#define SAMPLE_RATE (48000.0)
#define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0)
+// This works for AppleWin but not here... ??? WHY ???
// ~ 21
-//#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
+#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
// ~ 17 (lower pitched than above...!)
// Makes sense, as this is the divisor for # of cycles passed
-#define CYCLES_PER_SAMPLE (800000.0 / SAMPLE_RATE)
+//#define CYCLES_PER_SAMPLE (800000.0 / SAMPLE_RATE)
+// This seems about right, compared to AppleWin--but AW runs @ 1.024 MHz
+// 23 (1.024) vs. 20 (0.900)
+//#define CYCLES_PER_SAMPLE (900000.0 / SAMPLE_RATE)
//nope, too high #define CYCLES_PER_SAMPLE (960000.0 / SAMPLE_RATE)
+//#define CYCLES_PER_SAMPLE 21
//#define SOUND_BUFFER_SIZE (8192)
-#define SOUND_BUFFER_SIZE (16384)
+#define SOUND_BUFFER_SIZE (32768)
// Global variables
// Local variables
-static SDL_AudioSpec desired;
+static SDL_AudioSpec desired, obtained;
+static SDL_AudioDeviceID device;
static bool soundInitialized = false;
static bool speakerState = false;
-static uint8 soundBuffer[SOUND_BUFFER_SIZE];
-static uint32 soundBufferPos;
-static uint32 sampleBase;
-static uint64 lastToggleCycles;
-static uint64 samplePosition;
+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 int8 sample;
-static uint8 ampPtr = 5; // Start with -16 - +16
-static uint16 amplitude[17] = { 0, 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048,
- 4096, 8192, 16384, 32768 };
+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
//
// 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_S8; // This uses the native endian (for portability)...
-// desired.format = AUDIO_S16SYS; // This uses the native endian (for portability)...
+ desired.format = AUDIO_S16SYS; // This uses the native endian (for portability)...
desired.channels = 1;
-// desired.samples = 4096; // Let's try a 4K buffer (can always go lower)
-// desired.samples = 2048; // Let's try a 2K buffer (can always go lower)
- desired.samples = 1024; // Let's try a 1K buffer (can always go lower)
+ desired.samples = 512; // Let's try a 1/2K buffer (can always go lower)
desired.callback = SDLSoundCallback;
- if (SDL_OpenAudio(&desired, NULL) < 0) // NULL means SDL guarantees what we want
+ 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...
- SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
soundBufferPos = 0;
- sampleBase = 0;
lastToggleCycles = 0;
- samplePosition = 0;
sample = desired.silence; // ? wilwok ? yes
- SDL_PauseAudio(false); // Start playback!
+ 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
//
{
if (soundInitialized)
{
- SDL_PauseAudio(true);
- SDL_CloseAudio();
+// SDL_PauseAudio(true);
+ SDL_PauseAudioDevice(device, 1);
+// SDL_CloseAudio();
+ SDL_CloseAudioDevice(device);
SDL_DestroyCond(conditional);
SDL_DestroyMutex(mutex);
SDL_DestroyMutex(mutex2);
WriteLog("Sound: Done.\n");
+
+#ifdef WRITE_OUT_WAVE
+ fclose(fp);
+#endif
}
}
+
//
// Sound card callback handler
//
-static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length)
+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.)
// (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);
- if (soundBufferPos < (uint32)length) // The sound buffer is starved...
+ // 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...
{
-//printf("Sound buffer starved!\n");
-//fflush(stdout);
- for(uint32 i=0; i<soundBufferPos; i++)
+ for(uint32_t i=0; i<soundBufferPos; i++)
buffer[i] = soundBuffer[i];
// Fill buffer with last value
-// memset(buffer + soundBufferPos, (uint8)(speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]), length - soundBufferPos);
- memset(buffer + soundBufferPos, (uint8)sample, length - soundBufferPos); soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
- sampleBase = 0; // & sampleBase...
-//Ick. This should never happen!
-//Actually, this probably happens a lot. (?)
-// SDL_CondSignal(conditional); // Wake up any threads waiting for the buffer to drain...
-// return; // & bail!
+// memset(buffer + soundBufferPos, (uint8_t)sample, length - soundBufferPos);
+ for(uint32_t i=soundBufferPos; i<length; i++)
+ buffer[i] = sample;
+
+ soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
}
else
{
// Fill sound buffer with frame buffered sound
- memcpy(buffer, soundBuffer, length);
+// memcpy(buffer, soundBuffer, length);
+ for(uint32_t i=0; i<length; i++)
+ buffer[i] = soundBuffer[i];
+
soundBufferPos -= length;
- sampleBase -= length;
// Move current buffer down to start
- for(uint32 i=0; i<soundBufferPos; i++)
+ for(uint32_t i=0; i<soundBufferPos; i++)
soundBuffer[i] = soundBuffer[length + i];
}
- // Update our sample position
- samplePosition += length;
// 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...
+ 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);
+}
+
+
// Need some interface functions here to take care of flipping the
// waveform at the correct time in the sound stream...
the time position back (or copies data down from what it took out)
*/
-void ToggleSpeaker(uint64 elapsedCycles)
-{
- if (!soundInitialized)
- return;
-
- uint64 deltaCycles = elapsedCycles - lastToggleCycles;
-
-#if 0
-if (time > 95085)//(time & 0x80000000)
+void HandleBuffer(uint64_t elapsedCycles)
{
- WriteLog("ToggleSpeaker() given bad time value: %08X (%u)!\n", time, time);
-// fflush(stdout);
-}
-#endif
+ // Step 1: Calculate delta time
+ uint64_t deltaCycles = elapsedCycles - lastToggleCycles;
- // 1.024 MHz / 60 = 17066.6... cycles (23.2199 cycles per sample)
- // Need the last frame position in order to calculate correctly...
- // (or do we?)
+ // Step 2: Calculate new buffer position
+ uint32_t currentPos = (uint32_t)((double)deltaCycles / CYCLES_PER_SAMPLE);
-// SDL_LockAudio();
+ // Step 3: Make sure there's room for it
+ // We need to lock since we touch both soundBuffer and soundBufferPos
SDL_mutexP(mutex2);
-// uint32 currentPos = sampleBase + (uint32)((double)elapsedCycles / CYCLES_PER_SAMPLE);
- uint32 currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
-
-/*
-The problem:
-
- ______ | ______________ | ______
-____| | | |_______
-
-Speaker is toggled, then not toggled for a while. How to find buffer position in the
-last frame?
-
-IRQ buffer len is 1024.
-
-Could check current CPU clock, take delta. If delta > 1024, then ...
-Could add # of cycles in IRQ to lastToggleCycles, then currentPos will be guaranteed
-to fall within acceptable limits.
-
-This *should* work, but if the IRQ isn't scheduled & etc, could screw timing up.
-Need to have a way to suspend IRQ thread as well as CPU thread when in the GUI,
-for example
-
-Another method would be to add to lastToggleCycles on every timeslice of the CPU,
-just like we used to.
-
-Or, run the CPU for CYCLES_PER_SAMPLE and take a sample, then copy the buffer over
-at the end of the timeslice. That way, we could just fill the buffer and let the
-IRQ handle draining it. No muss, no fuss.
-*/
-
-
- if ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
+ while ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
{
-#if 0
-WriteLog("ToggleSpeaker() about to go into spinlock at time: %08X (%u) (sampleBase=%u)!\n", time, time, sampleBase);
-#endif
-// Still hanging on this spinlock...
-// That could be because the "time" value is too high and so the buffer will NEVER be
-// empty enough...
-// Now that we're using a conditional, it seems to be working OK--though not perfectly...
-/*
-ToggleSpeaker() about to go into spinlock at time: 00004011 (16401) (sampleBase=3504)!
-16401 -> 706 samples, 3504 + 706 = 4210
-
-And it still thrashed the sound even though it didn't run into a spinlock...
-
-Seems like it's OK now that I've fixed the buffer-less-than-length bug...
-*/
-// SDL_UnlockAudio();
-// SDL_CondWait(conditional, mutex);
-// SDL_LockAudio();
-// Hm.
-// This might not empty the buffer enough, causing hash and trash. !!! FIX !!!
-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...
-
-// currentPos = sampleBase + (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
- currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
-#if 0
-WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);
-#endif
+ 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...
}
- sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
-
+ // Step 4: Backfill and adjust lastToggleCycles
// currentPos is position from "zero" or soundBufferPos...
currentPos += soundBufferPos;
+#ifdef WRITE_OUT_WAVE
+ uint32_t sbpSave = soundBufferPos;
+#endif
+ // Backfill with current toggle state
while (soundBufferPos < currentPos)
- soundBuffer[soundBufferPos++] = (uint8)sample;
+ soundBuffer[soundBufferPos++] = sample;
+
+#ifdef WRITE_OUT_WAVE
+ fwrite(&soundBuffer[sbpSave], sizeof(int16_t), currentPos - sbpSave, fp);
+#endif
- // This is done *after* in case the buffer had a long dead spot (I think...)
- speakerState = !speakerState;
- sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
- lastToggleCycles = elapsedCycles;
SDL_mutexV(mutex2);
-// SDL_UnlockAudio();
+ lastToggleCycles = elapsedCycles;
}
-void AddToSoundTimeBase(uint32 cycles)
+
+void ToggleSpeaker(uint64_t elapsedCycles)
{
if (!soundInitialized)
return;
-// SDL_LockAudio();
- SDL_mutexP(mutex2);
- sampleBase += (uint32)((double)cycles / CYCLES_PER_SAMPLE);
- SDL_mutexV(mutex2);
-// SDL_UnlockAudio();
+// HandleBuffer(elapsedCycles);
+ speakerState = !speakerState;
+ sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
}
-void AdjustLastToggleCycles(uint64 elapsedCycles)
+
+void AdjustLastToggleCycles(uint64_t elapsedCycles)
{
-#if 0
if (!soundInitialized)
return;
-
- SDL_mutexP(mutex2);
- lastToggleCycles += elapsedCycles;
- SDL_mutexV(mutex2);
-
-// We should also fill the buffer here as well, even if the speaker
-// didn't toggle... !!! FIX !!!
-#else
/*
BOOKKEEPING
crap like that. So, we have to move the "zero" the right amount, just like
in ToggleSpeaker(), and backfill only without toggling.
*/
-#warning "This is VERY similar to ToggleSpeaker(); merge into common function. !!! FIX !!!"
- if (!soundInitialized)
- return;
-
-#ifdef DEBUG
-printf("SOUND: AdjustLastToggleCycles() start...\n");
-#endif
- // 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
+ HandleBuffer(elapsedCycles);
}
+
void VolumeUp(void)
{
- // Currently set for 8-bit samples
- if (ampPtr < 8)
+ // Currently set for 16-bit samples
+ if (ampPtr < 16)
ampPtr++;
}
+
void VolumeDown(void)
{
if (ampPtr > 0)
ampPtr--;
}
-uint8 GetVolume(void)
+
+uint8_t GetVolume(void)
{
return ampPtr;
}
(This may be due to the lock/unlock sound happening in ToggleSpeaker()...)
*/
-
-
-
-
-
-