fix: remove DC offset from audio output
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@ -200,7 +200,10 @@ pub const Apu = struct {
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self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, @intCast(c_int, self.sampleRate()), SDL.AUDIO_U16, 2, host_sample_rate) orelse unreachable;
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}
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ final_left, final_right }, 2 * @sizeOf(u16));
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// If we add 0x4040 to each sample the DC Offset is removed
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// note: found this through guess and check
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// FIXME: Pretty sure this is a dirty hack and should be fixed
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ final_left + 0x4040, final_right + 0x4040 }, 2 * @sizeOf(u16));
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self.sched.push(.SampleAudio, self.sampleTicks() -| late);
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}
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@ -239,10 +239,13 @@ fn initAudio(apu: *Apu) SDL.SDL_AudioDeviceID {
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return dev;
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}
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// FIXME: Sometimes, we hear garbage upon program start. Why?
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export fn audioCallback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
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const apu = @ptrCast(*Apu, @alignCast(8, userdata));
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_ = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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const written = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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// If we don't write anything, play silence otherwise garbage will be played
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// FIXME: I don't think this hack to remove DC Offset is acceptable :thinking:
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if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x80);
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}
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fn getSavePath(alloc: std.mem.Allocator) !?[]const u8 {
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