]> 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 d8a8771..75f9ba2
@@ -1,10 +1,10 @@
 //
 // 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"
 
+// Useful defines
 
-#define SAMPLE_RATE                    (44100.0)
+//#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 / 60.0) / (SAMPLES_PER_FRAME))
-#define SOUND_BUFFER_SIZE      8192
-#define AMPLITUDE      (32)                                            // -32 - +32 seems to be plenty loud!
+#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 bool speakerState;
-static uint8 soundBuffer[SOUND_BUFFER_SIZE];
-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
-
+       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;
@@ -77,15 +92,21 @@ return;
 
        conditional = SDL_CreateCond();
        mutex = SDL_CreateMutex();
-       SDL_mutexP(mutex);                                                      // Must lock the mutex for the cond to work properly...
+       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
 //
@@ -93,152 +114,142 @@ void SoundDone(void)
 {
        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...
        // (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)
        {
-//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
-               memset(buffer + soundBufferPos, (uint8)(speakerState ? AMPLITUDE : -AMPLITUDE), 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)
-
-Hmm. That's smaller than the sound buffer 2048 bytes... (About 2.75 frames needed to fill)
-
-So... I guess what we could do is this:
-
--- 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)
+// This is called by the main CPU thread every ~21.333 cycles.
+void WriteSampleToBuffer(void)
 {
-       if (!soundInitialized)
-               return;
+//WriteLog("WriteSampleToBuffer(): SDL_mutexP(mutex2)\n");
+       SDL_mutexP(mutex2);
 
-#if 0
-if (time > 95085)//(time & 0x80000000)
-{
-       WriteLog("ToggleSpeaker() given bad time value: %08X (%u)!\n", time, time);
-//     fflush(stdout);
-}
-#endif
-
-       // 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();
-       uint32 currentPos = sampleBase + (uint32)((double)time / CYCLES_PER_SAMPLE);
-
-       if (currentPos > SOUND_BUFFER_SIZE - 1)
+       // This should almost never happen, but, if it does...
+       while (soundBufferPos >= (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();
-               currentPos = sampleBase + (uint32)((double)time / 23.2199);
-#if 0
-WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);
-#endif
+//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...
        }
 
-       int8 sample = (speakerState ? AMPLITUDE : -AMPLITUDE);
-
-       while (soundBufferPos < currentPos)
-               soundBuffer[soundBufferPos++] = (uint8)sample;
-
-       speakerState = !speakerState;
-       SDL_UnlockAudio();
+       soundBuffer[soundBufferPos++] = sample;
+//WriteLog("WriteSampleToBuffer(): SDL_mutexV(mutex2)\n");
+       SDL_mutexV(mutex2);
 }
 
-void HandleSoundAtFrameEdge(void)
+
+void ToggleSpeaker(void)
 {
        if (!soundInitialized)
                return;
 
-       SDL_LockAudio();
-       sampleBase += SAMPLES_PER_FRAME;
-       SDL_UnlockAudio();
+       speakerState = !speakerState;
+       sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
 }
 
-/*
-A better way might be as follows:
 
-Keep timestamp array of speaker toggle times. In the sound routine, unpack as many as will fit
-into the given buffer and keep going. Have the toggle function check to see if the buffer is full,
-and if it is, way for a signal from the interrupt that there's room for more. Can keep a circular
-buffer. Also, would need a timestamp buffer on the order of 2096 samples *in theory* could toggle
-each sample
-
-Instead of a timestamp, just keep a delta. That way, don't need to deal with wrapping and all that
-(though the timestamp could wrap--need to check into that)
+void VolumeUp(void)
+{
+       // Currently set for 16-bit samples
+       if (ampPtr < 16)
+               ampPtr++;
+}
 
-Need to consider corner cases where a sound IRQ happens but no speaker toggle happened.
 
-*/
+void VolumeDown(void)
+{
+       if (ampPtr > 0)
+               ampPtr--;
+}
 
 
+uint8_t GetVolume(void)
+{
+       return ampPtr;
+}