-//\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 L. Hammons
+// (C) 2005 Underground Software
+//
+// JLH = James L. 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]
+//
+
+#include "sound.h"
+
+#include <string.h> // For memset, memcpy
+#include <SDL.h>
+#include "log.h"
+
+using namespace std;
+
+// Global variables
+
+
+// Local variables
+
+static SDL_AudioSpec desired;
+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 SDL_cond * conditional = NULL;
+static SDL_mutex * mutex = NULL;
+
+// 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
+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)...
+ 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.callback = SDLSoundCallback;
+
+ if (SDL_OpenAudio(&desired, NULL) < 0) // NULL means SDL guarantees what we want
+ {
+ 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);
+ soundBufferPos = 0;
+ sampleBase = 0;
+
+ SDL_PauseAudio(false); // Start playback!
+ soundInitialized = true;
+ WriteLog("Sound: Successfully initialized.\n");
+}
+
+//
+// Close down the SDL sound subsystem
+//
+void SoundDone(void)
+{
+ if (soundInitialized)
+ {
+ SDL_PauseAudio(true);
+ SDL_CloseAudio();
+ SDL_DestroyCond(conditional);
+ SDL_DestroyMutex(mutex);
+ WriteLog("Sound: Done.\n");
+ }
+}
+
+//
+// Sound card callback handler
+//
+static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length)
+{
+ // 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...
+ {
+//printf("Sound buffer starved!\n");
+//fflush(stdout);
+ for(uint32 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!
+ }
+
+ memcpy(buffer, soundBuffer, length); // Fill sound buffer with frame buffered sound
+ soundBufferPos -= length;
+ sampleBase -= 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];
+
+// lastValue = buffer[length - 1];
+ SDL_CondSignal(conditional); // Wake up any threads waiting for the buffer to drain...
+}
+
+// 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)
+{
+ if (!soundInitialized)
+ return;
+
+#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...
+
+ 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 HandleSoundAtFrameEdge(void)
+{
+ if (!soundInitialized)
+ return;
+
+ SDL_LockAudio();
+ sampleBase += 735;
+ SDL_UnlockAudio();
+/* uint8 sample = (speakerState ? amplitude : 0xFF - amplitude);
+
+//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;//*/
+}