]> Shamusworld >> Repos - apple2/blobdiff - src/sound.cpp
Added floppy #2 saving, statistics to makefile.
[apple2] / src / sound.cpp
old mode 100755 (executable)
new mode 100644 (file)
index 8dfbcb3..75f9ba2
-//\r
-// Sound Interface\r
-//\r
-// by James L. Hammons\r
-// (C) 2005 Underground Software\r
-//\r
-// JLH = James L. Hammons <jlhamm@acm.org>\r
-//\r
-// WHO  WHEN        WHAT\r
-// ---  ----------  ------------------------------------------------------------\r
-// JLH  12/02/2005  Fixed a problem with sound callback thread signaling the\r
-//                  main thread\r
-// JLH  12/03/2005  Fixed sound callback dropping samples when the sample buffer\r
-//                  is shorter than the callback sample buffer\r
-//\r
-\r
-// STILL TO DO:\r
-//\r
-// - Figure out why it's losing samples (Bard's Tale) [DONE]\r
-//\r
-\r
-#include "sound.h"\r
-\r
-#include <string.h>                                                            // For memset, memcpy\r
-#include <SDL.h>\r
-#include "log.h"\r
-\r
-using namespace std;\r
-\r
-// Global variables\r
-\r
-\r
-// Local variables\r
-\r
-static SDL_AudioSpec desired;\r
-static bool soundInitialized = false;\r
-static uint8 amplitude = 0x88;                                 // $78 - $88 seems to be plenty loud!\r
-//static uint8 lastValue;\r
-\r
-static bool speakerState;\r
-static uint8 soundBuffer[4096];\r
-static uint32 soundBufferPos;\r
-static uint32 sampleBase;\r
-static SDL_cond * conditional = NULL;\r
-static SDL_mutex * mutex = NULL;\r
-\r
-// Private function prototypes\r
-\r
-static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length);\r
-\r
-//\r
-// Initialize the SDL sound system\r
-//\r
-void SoundInit(void)\r
-{\r
-// To weed out problems for now...\r
-#if 0\r
-return;\r
-#endif\r
-\r
-       desired.freq = 44100;                                           // SDL will do conversion on the fly, if it can't get the exact rate. Nice!\r
-       desired.format = AUDIO_U8;                                      // This uses the native endian (for portability)...\r
-       desired.channels = 1;\r
-//     desired.samples = 4096;                                         // Let's try a 4K buffer (can always go lower)\r
-       desired.samples = 2048;                                         // Let's try a 2K buffer (can always go lower)\r
-       desired.callback = SDLSoundCallback;\r
-\r
-       if (SDL_OpenAudio(&desired, NULL) < 0)          // NULL means SDL guarantees what we want\r
-       {\r
-               WriteLog("Sound: Failed to initialize SDL sound.\n");\r
-//             exit(1);\r
-               return;\r
-       }\r
-\r
-       conditional = SDL_CreateCond();\r
-       mutex = SDL_CreateMutex();\r
-       SDL_mutexP(mutex);                                                      // Must lock the mutex for the cond to work properly...\r
-//     lastValue = (speakerState ? amplitude : 0xFF - amplitude);\r
-       soundBufferPos = 0;\r
-       sampleBase = 0;\r
-\r
-       SDL_PauseAudio(false);                                          // Start playback!\r
-       soundInitialized = true;\r
-       WriteLog("Sound: Successfully initialized.\n");\r
-}\r
-\r
-//\r
-// Close down the SDL sound subsystem\r
-//\r
-void SoundDone(void)\r
-{\r
-       if (soundInitialized)\r
-       {\r
-               SDL_PauseAudio(true);\r
-               SDL_CloseAudio();\r
-               SDL_DestroyCond(conditional);\r
-               SDL_DestroyMutex(mutex);\r
-               WriteLog("Sound: Done.\n");\r
-       }\r
-}\r
-\r
-//\r
-// Sound card callback handler\r
-//\r
-static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length)\r
-{\r
-       // The sound buffer should only starve when starting which will cause it to\r
-       // lag behind the emulation at most by around 1 frame...\r
-\r
-       if (soundBufferPos < (uint32)length)            // The sound buffer is starved...\r
-       {\r
-//printf("Sound buffer starved!\n");\r
-//fflush(stdout);\r
-               for(uint32 i=0; i<soundBufferPos; i++)\r
-                       buffer[i] = soundBuffer[i];\r
-               // Fill buffer with last value\r
-               uint8 lastValue = (speakerState ? amplitude : 0xFF - amplitude);\r
-//             uint8 lastValue = (speakerState ? amplitude : amplitude ^ 0xFF);\r
-//             memset(buffer, lastValue, length);              // Fill buffer with last value\r
-               memset(buffer + soundBufferPos, lastValue, length - soundBufferPos);\r
-               soundBufferPos = 0;                                             // Reset soundBufferPos to start of buffer...\r
-               sampleBase = 0;                                                 // & sampleBase...\r
-//Ick. This should never happen!\r
-SDL_CondSignal(conditional);                           // Wake up any threads waiting for the buffer to drain...\r
-               return;                                                                 // & bail!\r
-       }\r
-\r
-       memcpy(buffer, soundBuffer, length);            // Fill sound buffer with frame buffered sound\r
-       soundBufferPos -= length;\r
-       sampleBase -= length;\r
-\r
-//     if (soundBufferPos > 0)\r
-//             memcpy(soundBuffer, soundBuffer + length, soundBufferPos);      // Move current buffer down to start\r
-//     memcpy(soundBuffer, soundBuffer + length, length);\r
-       // Move current buffer down to start\r
-       for(uint32 i=0; i<soundBufferPos; i++)\r
-               soundBuffer[i] = soundBuffer[length + i];\r
-\r
-//     lastValue = buffer[length - 1];\r
-       SDL_CondSignal(conditional);                            // Wake up any threads waiting for the buffer to drain...\r
-}\r
-\r
-// Need some interface functions here to take care of flipping the\r
-// waveform at the correct time in the sound stream...\r
-\r
-/*\r
-Maybe set up a buffer 1 frame long (44100 / 60 = 735 bytes per frame)\r
-\r
-Hmm. That's smaller than the sound buffer 2048 bytes... (About 2.75 frames needed to fill)\r
-\r
-So... I guess what we could do is this:\r
-\r
--- Execute V65C02 for one frame. The read/writes at I/O address $C030 fill up the buffer\r
-   to the current time position.\r
--- The sound callback function copies the pertinent area out of the buffer, resets\r
-   the time position back (or copies data down from what it took out)\r
-*/\r
-\r
-void ToggleSpeaker(uint32 time)\r
-{\r
-       if (!soundInitialized)\r
-               return;\r
-\r
-#if 0\r
-if (time > 95085)//(time & 0x80000000)\r
-{\r
-       WriteLog("ToggleSpeaker() given bad time value: %08X (%u)!\n", time, time);\r
-//     fflush(stdout);\r
-}\r
-#endif\r
-\r
-// 1.024 MHz / 60 = 17066.6... cycles (23.2199 cycles per sample)\r
-// Need the last frame position in order to calculate correctly...\r
-\r
-       SDL_LockAudio();\r
-       uint8 sample = (speakerState ? amplitude : 0xFF - amplitude);\r
-//     uint8 sample = (speakerState ? amplitude : amplitude ^ 0xFF);\r
-       uint32 currentPos = sampleBase + (uint32)((double)time / 23.2199);\r
-\r
-       if (currentPos > 4095)\r
-       {\r
-#if 0\r
-WriteLog("ToggleSpeaker() about to go into spinlock at time: %08X (%u) (sampleBase=%u)!\n", time, time, sampleBase);\r
-#endif\r
-// Still hanging on this spinlock...\r
-// That could be because the "time" value is too high and so the buffer will NEVER be\r
-// empty enough...\r
-// Now that we're using a conditional, it seems to be working OK--though not perfectly...\r
-/*\r
-ToggleSpeaker() about to go into spinlock at time: 00004011 (16401) (sampleBase=3504)!\r
-16401 -> 706 samples, 3504 + 706 = 4210\r
-\r
-And it still thrashed the sound even though it didn't run into a spinlock...\r
-\r
-Seems like it's OK now that I've fixed the buffer-less-than-length bug...\r
-*/\r
-               SDL_UnlockAudio();\r
-               SDL_CondWait(conditional, mutex);\r
-\r
-//             while (currentPos > 4095)                               // Spin until buffer empties a bit...\r
-               currentPos = sampleBase + (uint32)((double)time / 23.2199);\r
-               SDL_LockAudio();\r
-#if 0\r
-WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);\r
-#endif\r
-       }\r
-\r
-       while (soundBufferPos < currentPos)\r
-               soundBuffer[soundBufferPos++] = sample;\r
-\r
-       speakerState = !speakerState;\r
-       SDL_UnlockAudio();\r
-}\r
-\r
-void HandleSoundAtFrameEdge(void)\r
-{\r
-       if (!soundInitialized)\r
-               return;\r
-\r
-       SDL_LockAudio();\r
-       sampleBase += 735;\r
-       SDL_UnlockAudio();\r
-/*     uint8 sample = (speakerState ? amplitude : 0xFF - amplitude);\r
-\r
-//This shouldn't happen (buffer overflow), but it seems like it *is* happening...\r
-       if (sampleBase >= 4096)\r
-//             sampleBase = 4095;\r
-//Kludge, for now... Until I can figure out why it's still stomping on the buffer...\r
-               sampleBase = 0;\r
-\r
-       while (soundBufferPos < sampleBase)\r
-               soundBuffer[soundBufferPos++] = sample;//*/\r
-}\r
+//
+// 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;
+}
+