]> Shamusworld >> Repos - apple2/blobdiff - src/sound.cpp
Fixed misc. bugs preventing certain games from working, added pause mode.
[apple2] / src / sound.cpp
index 3fffcae0d0ffef324828f0348340d4bd885ee5c2..4cab23ec0aad0ec7a353e97869cf6ed53d1e5179 100755 (executable)
 #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 SOUND_BUFFER_SIZE      (8192)
-//#define AMPLITUDE                    (16)                            // -32 - +32 seems to be plenty loud!
+// ~ 17 (lower pitched than above...!)
+// Makes sense, as this is the divisor for # of cycles passed
+//#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      (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 uint8 ampPtr = 5;
-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
 //
 void SoundInit(void)
 {
-#if 1
+#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_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;
@@ -86,17 +110,20 @@ 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
 //
@@ -104,65 +131,117 @@ void SoundDone(void)
 {
        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
        }
 }
 
+
+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 * 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.)
        // (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);
 
-       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_t)sample, length - soundBufferPos);
+               for(uint32_t i=soundBufferPos; i<length; i++)
+                       buffer[i] = sample;
+
                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!
        }
        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...
 
@@ -179,116 +258,107 @@ So... I guess what we could do is this:
    the time position back (or copies data down from what it took out)
 */
 
-void ToggleSpeaker(uint64 elapsedCycles)
+void HandleBuffer(uint64_t elapsedCycles)
 {
-       if (!soundInitialized)
-               return;
+       // Step 1: Calculate delta time
+       uint64_t deltaCycles = elapsedCycles - lastToggleCycles;
 
-       uint64 deltaCycles = elapsedCycles - lastToggleCycles;
-
-#if 0
-if (time > 95085)//(time & 0x80000000)
-{
-       WriteLog("ToggleSpeaker() given bad time value: %08X (%u)!\n", time, time);
-//     fflush(stdout);
-}
-#endif
+       // Step 2: Calculate new buffer position
+       uint32_t currentPos = (uint32_t)((double)deltaCycles / CYCLES_PER_SAMPLE);
 
-       // 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?)
-
-//     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.
-*/
+       while ((soundBufferPos + currentPos) > (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...
+       }
 
+       // Step 4: Backfill and adjust lastToggleCycles
+       // currentPos is position from "zero" or soundBufferPos...
+       currentPos += soundBufferPos;
 
-       if (currentPos > SOUND_BUFFER_SIZE - 1)
-       {
-#if 0
-WriteLog("ToggleSpeaker() about to go into spinlock at time: %08X (%u) (sampleBase=%u)!\n", time, time, sampleBase);
+#ifdef WRITE_OUT_WAVE
+       uint32_t sbpSave = soundBufferPos;
 #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...
+       // Backfill with current toggle state
+       while (soundBufferPos < currentPos)
+               soundBuffer[soundBufferPos++] = sample;
 
-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.
-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)elapsedCycles / CYCLES_PER_SAMPLE);
-#if 0
-WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);
+#ifdef WRITE_OUT_WAVE
+       fwrite(&soundBuffer[sbpSave], sizeof(int16_t), currentPos - sbpSave, fp);
 #endif
-       }
 
-       int8 sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
+       SDL_mutexV(mutex2);
+       lastToggleCycles = elapsedCycles;
+}
 
-       while (soundBufferPos < currentPos)
-               soundBuffer[soundBufferPos++] = (uint8)sample;
 
-       // This is done *after* in case the buffer had a long dead spot (I think...)
+void ToggleSpeaker(uint64_t elapsedCycles)
+{
+       if (!soundInitialized)
+               return;
+
+//     HandleBuffer(elapsedCycles);
        speakerState = !speakerState;
-       SDL_mutexV(mutex2);
-//     SDL_UnlockAudio();
+       sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
 }
 
-void AddToSoundTimeBase(uint32 cycles)
+
+void AdjustLastToggleCycles(uint64_t elapsedCycles)
 {
        if (!soundInitialized)
                return;
+/*
+BOOKKEEPING
 
-//     SDL_LockAudio();
-       SDL_mutexP(mutex2);
-       sampleBase += (uint32)((double)cycles / CYCLES_PER_SAMPLE);
-       SDL_mutexV(mutex2);
-//     SDL_UnlockAudio();
+We need to know the following:
+
+ o  Where in the sound buffer the base or "zero" time is
+ o  At what CPU timestamp the speaker was last toggled
+    NOTE: we keep things "right" by advancing this number every frame, even
+          if nothing happened! That way, we can keep track without having
+          to detect whether or not several frames have gone by without any
+          activity.
+
+How to do it:
+
+Every time the speaker is toggled, we move the base or "zero" time to the
+current spot in the buffer. We also backfill the buffer up to that point with
+the old toggle value. The next time the speaker is toggled, we measure the
+difference in time between the last time it was toggled (the "zero") and now,
+and repeat the cycle.
+
+We handle dead spots by backfilling the buffer with the current toggle value
+every frame--this way we don't have to worry about keeping current time and
+crap like that. So, we have to move the "zero" the right amount, just like
+in ToggleSpeaker(), and backfill only without toggling.
+*/
+       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;
 }
@@ -356,9 +426,3 @@ Still getting random clicks when running...
 (This may be due to the lock/unlock sound happening in ToggleSpeaker()...)
 */
 
-
-
-
-
-
-