//
// Sound Interface
//
-// by James L. Hammons
+// by James Hammons
// (C) 2005 Underground Software
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// 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 <SDL.h>
+#include <SDL2/SDL.h>
#include "log.h"
-using namespace std;
+// 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;
+static SDL_AudioSpec desired, obtained;
+static SDL_AudioDeviceID device;
static bool soundInitialized = false;
-static uint8 amplitude = 0x88; // $78 - $88 seems to be plenty loud!
-//static uint8 lastValue;
-
-static bool speakerState;
-static uint8 soundBuffer[4096];
-static uint32 soundBufferPos;
-static uint32 sampleBase;
+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)
{
-// To weed out problems for now...
#if 0
+// To weed out problems for now...
return;
#endif
-
- desired.freq = 44100; // SDL will do conversion on the fly, if it can't get the exact rate. Nice!
- desired.format = AUDIO_U8; // This uses the native endian (for portability)...
+ 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 = 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 = 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");
-// exit(1);
return;
}
conditional = SDL_CreateCond();
mutex = SDL_CreateMutex();
- SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
-// lastValue = (speakerState ? amplitude : 0xFF - amplitude);
+ mutex2 = SDL_CreateMutex();// Let's try real signalling...
soundBufferPos = 0;
- sampleBase = 0;
+ lastToggleCycles = 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_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 * 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...
-
- if (soundBufferPos < (uint32)length) // The sound buffer is starved...
+ // (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)
{
-//printf("Sound buffer starved!\n");
-//fflush(stdout);
- for(uint32 i=0; i<soundBufferPos; i++)
+ // The sound buffer is starved...
+ for(uint32_t i=0; i<soundBufferPos; i++)
buffer[i] = soundBuffer[i];
+
// Fill buffer with last value
- uint8 lastValue = (speakerState ? amplitude : 0xFF - amplitude);
-// uint8 lastValue = (speakerState ? amplitude : amplitude ^ 0xFF);
-// memset(buffer, lastValue, length); // Fill buffer with last value
- memset(buffer + soundBufferPos, lastValue, length - soundBufferPos);
- soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
- sampleBase = 0; // & sampleBase...
-//Ick. This should never happen!
-SDL_CondSignal(conditional); // Wake up any threads waiting for the buffer to drain...
- return; // & bail!
+ 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];
- memcpy(buffer, soundBuffer, length); // Fill sound buffer with frame buffered sound
- soundBufferPos -= length;
- sampleBase -= length;
+ soundBufferPos -= length;
-// if (soundBufferPos > 0)
-// memcpy(soundBuffer, soundBuffer + length, soundBufferPos); // Move current buffer down to start
-// memcpy(soundBuffer, soundBuffer + length, length);
- // Move current buffer down to start
- for(uint32 i=0; i<soundBufferPos; i++)
- soundBuffer[i] = soundBuffer[length + i];
+ // Move current buffer down to start
+ for(uint32_t i=0; i<soundBufferPos; i++)
+ soundBuffer[i] = soundBuffer[length + i];
+ }
-// lastValue = buffer[length - 1];
- SDL_CondSignal(conditional); // Wake up any threads waiting for the buffer to drain...
+ // 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");
}
-// Need some interface functions here to take care of flipping the
-// waveform at the correct time in the sound stream...
-/*
-Maybe set up a buffer 1 frame long (44100 / 60 = 735 bytes per frame)
+// This is called by the main CPU thread every ~21.333 cycles.
+void WriteSampleToBuffer(void)
+{
+//WriteLog("WriteSampleToBuffer(): SDL_mutexP(mutex2)\n");
+ SDL_mutexP(mutex2);
-Hmm. That's smaller than the sound buffer 2048 bytes... (About 2.75 frames needed to fill)
+ // 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...
+ }
-So... I guess what we could do is this:
+ soundBuffer[soundBufferPos++] = sample;
+//WriteLog("WriteSampleToBuffer(): SDL_mutexV(mutex2)\n");
+ SDL_mutexV(mutex2);
+}
--- Execute V65C02 for one frame. The read/writes at I/O address $C030 fill up the buffer
- to the current time position.
--- The sound callback function copies the pertinent area out of the buffer, resets
- the time position back (or copies data down from what it took out)
-*/
-void ToggleSpeaker(uint32 time)
+void ToggleSpeaker(void)
{
if (!soundInitialized)
return;
-#if 0
-if (time > 95085)//(time & 0x80000000)
-{
- WriteLog("ToggleSpeaker() given bad time value: %08X (%u)!\n", time, time);
-// fflush(stdout);
+ speakerState = !speakerState;
+ sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
}
-#endif
-
-// 1.024 MHz / 60 = 17066.6... cycles (23.2199 cycles per sample)
-// Need the last frame position in order to calculate correctly...
-
- SDL_LockAudio();
- uint8 sample = (speakerState ? amplitude : 0xFF - amplitude);
-// uint8 sample = (speakerState ? amplitude : amplitude ^ 0xFF);
- uint32 currentPos = sampleBase + (uint32)((double)time / 23.2199);
-
- if (currentPos > 4095)
- {
-#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);
-
-// while (currentPos > 4095) // Spin until buffer empties a bit...
- currentPos = sampleBase + (uint32)((double)time / 23.2199);
- SDL_LockAudio();
-#if 0
-WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);
-#endif
- }
- while (soundBufferPos < currentPos)
- soundBuffer[soundBufferPos++] = sample;
- speakerState = !speakerState;
- SDL_UnlockAudio();
+void VolumeUp(void)
+{
+ // Currently set for 16-bit samples
+ if (ampPtr < 16)
+ ampPtr++;
}
-void HandleSoundAtFrameEdge(void)
-{
- if (!soundInitialized)
- return;
- SDL_LockAudio();
- sampleBase += 735;
- SDL_UnlockAudio();
-/* uint8 sample = (speakerState ? amplitude : 0xFF - amplitude);
+void VolumeDown(void)
+{
+ if (ampPtr > 0)
+ ampPtr--;
+}
-//This shouldn't happen (buffer overflow), but it seems like it *is* happening...
- if (sampleBase >= 4096)
-// sampleBase = 4095;
-//Kludge, for now... Until I can figure out why it's still stomping on the buffer...
- sampleBase = 0;
- while (soundBufferPos < sampleBase)
- soundBuffer[soundBufferPos++] = sample;//*/
+uint8_t GetVolume(void)
+{
+ return ampPtr;
}
+