// Sound Interface
//
// by James Hammons
-// (C) 2005 Underground Software
+// (C) 2005-2018 Underground Software
//
// JLH = James Hammons <jlhamm@acm.org>
//
static bool speakerState = false;
static uint16_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 uint16_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,
static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length);
+/*
+N.B: We can convert this from the current callback model to a push model by using SDL_QueueAudio(SDL_AudioDeviceID id, const void * data, Uint32 len) where id is the audio device ID, data is a pointer to the sound buffer, and len is the size of the buffer in *bytes* (not samples!). To use this method, we need to set up things as usual but instead of putting the callback function pointer in desired.callback, we put a NULL there. The downside is that we can't tell if the buffer is being starved or not, which is why we haven't kicked it to the curb just yet--we want to know why we're still getting buffer starvation even if it's not as frequent as it used to be. :-/
+You can get the size of the audio already queued with SDL_GetQueuedAudioSize(SDL_AudioDeviceID id), which will return the size of the buffer in bytes (again, *not* samples!).
+*/
//
// Initialize the SDL sound system
//
return;
}
-// conditional = SDL_CreateCond();
-// mutex = SDL_CreateMutex();
-// mutex2 = SDL_CreateMutex();// Let's try real signalling...
soundBufferPos = 0;
-// lastToggleCycles = 0;
- sample = desired.silence; // ? wilwok ? yes
+ sample = desired.silence; // ? wilwok ? yes
- SDL_PauseAudioDevice(device, 0); // Start playback!
+ SDL_PauseAudioDevice(device, 0);// Start playback!
soundInitialized = true;
WriteLog("Sound: Successfully initialized.\n");
}
{
SDL_PauseAudioDevice(device, 1);
SDL_CloseAudioDevice(device);
-// SDL_DestroyCond(conditional);
-// SDL_DestroyMutex(mutex);
-// SDL_DestroyMutex(mutex2);
WriteLog("Sound: Done.\n");
}
}
static void SDLSoundCallback(void * /*userdata*/, Uint8 * buffer8, int length8)
{
sndFrmCnt++;
-//WriteLog("SDLSoundCallback(): begin (soundBufferPos=%i)\n", soundBufferPos);
-
- // 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...
uint16_t * buffer = (uint16_t *)buffer8;
uint32_t length = (uint32_t)length8 / 2;
-//WriteLog("SDLSoundCallback(): filling buffer...\n");
if (soundBufferPos < length)
{
WriteLog("*** Sound buffer starved (%d short) *** [%d delta %d]\n", length - soundBufferPos, sndFrmCnt, sndFrmCnt - lastStarve);
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 ~21.666 cycles.
+//
void WriteSampleToBuffer(void)
{
#ifdef USE_NEW_AY8910
int16_t adjustedMockingboard = (s1 / 8) + (s2 / 8) + (s3 / 8)
+ (s4 / 8) + (s5 / 8) + (s6 / 8);
#endif
-//need to do this *before* mixing, as by this time, it's too late and the sample is probably already oversaturated
-// adjustedMockingboard /= 8;
-
-//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...
SDL_Delay(1);
}
SDL_LockAudioDevice(device);
soundBuffer[soundBufferPos++] = sample + adjustedMockingboard;
SDL_UnlockAudioDevice(device);
-
-// soundBuffer[soundBufferPos++] = sample;
-//WriteLog("WriteSampleToBuffer(): SDL_mutexV(mutex2)\n");
-// SDL_mutexV(mutex2);
}
return;
speakerState = !speakerState;
- sample = (speakerState ? amplitude[ampPtr] : 0);//-amplitude[ampPtr]);
+ sample = (speakerState ? amplitude[ampPtr] : 0);
}