feat: reimplement audio sync
APU will now drop samples if the Audio Queue is already full, therefore creating a "sped-up" effect when the emulator runs faster than 100%
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@ -180,11 +180,11 @@ const Audio = struct {
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export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
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const apu = @ptrCast(*Apu, @alignCast(@alignOf(*Apu), userdata));
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const written = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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_ = 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)], 0x40);
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// if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x40);
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}
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};
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@ -163,6 +163,8 @@ pub const Apu = struct {
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fs: FrameSequencer,
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capacitor: f32,
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is_buffer_full: bool,
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pub fn init(sched: *Scheduler) Self {
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const apu: Self = .{
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.ch1 = ToneSweep.init(sched),
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@ -178,11 +180,12 @@ pub const Apu = struct {
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.bias = .{ .raw = 0x0200 },
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.sampling_cycle = 0b00,
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.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, 1 << 15, SDL.AUDIO_U16, 2, host_sample_rate) orelse unreachable,
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.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, 1 << 15, SDL.AUDIO_U16, 2, host_sample_rate).?,
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.sched = sched,
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.capacitor = 0,
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.fs = FrameSequencer.init(),
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.is_buffer_full = false,
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};
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sched.push(.SampleAudio, apu.sampleTicks());
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@ -277,6 +280,13 @@ pub const Apu = struct {
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}
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pub fn sampleAudio(self: *Self, late: u64) void {
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self.sched.push(.SampleAudio, self.sampleTicks() -| late);
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// Whether the APU is busy or not is determined by the main loop in emu.zig
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// This should only ever be true (because this side of the emu is single threaded)
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// When audio sync is disaabled
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if (self.is_buffer_full) return;
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var left: i16 = 0;
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var right: i16 = 0;
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@ -325,28 +335,30 @@ pub const Apu = struct {
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left += bias;
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right += bias;
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const tmp_left = std.math.clamp(@bitCast(u16, left), std.math.minInt(u11), std.math.maxInt(u11));
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const tmp_right = std.math.clamp(@bitCast(u16, right), std.math.minInt(u11), std.math.maxInt(u11));
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const clamped_left = std.math.clamp(@bitCast(u16, left), std.math.minInt(u11), std.math.maxInt(u11));
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const clamped_right = std.math.clamp(@bitCast(u16, right), std.math.minInt(u11), std.math.maxInt(u11));
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// Extend to 16-bit signed audio samples
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const final_left = (tmp_left << 5) | (tmp_left >> 6);
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const final_right = (tmp_right << 5) | (tmp_right >> 6);
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const ext_left = (clamped_left << 5) | (clamped_left >> 6);
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const ext_right = (clamped_right << 5) | (clamped_right >> 6);
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if (self.sampling_cycle != self.bias.sampling_cycle.read()) {
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const new_sample_rate = Self.sampleRate(self.bias.sampling_cycle.read());
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log.info("Sample Rate changed from {}Hz to {}Hz", .{ Self.sampleRate(self.sampling_cycle), new_sample_rate });
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// FIXME: This rarely happens
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if (self.sampling_cycle != self.bias.sampling_cycle.read()) self.replaceSDLResampler();
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// Sample Rate Changed, Create a new Resampler since i can't figure out how to change
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// the parameters of the old one
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const old = self.stream;
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defer SDL.SDL_FreeAudioStream(old);
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ ext_left, ext_right }, 2 * @sizeOf(u16));
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}
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self.sampling_cycle = self.bias.sampling_cycle.read();
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self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, @intCast(c_int, new_sample_rate), SDL.AUDIO_U16, 2, host_sample_rate) orelse unreachable;
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}
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fn replaceSDLResampler(self: *Self) void {
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const sample_rate = Self.sampleRate(self.bias.sampling_cycle.read());
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log.info("Sample Rate changed from {}Hz to {}Hz", .{ Self.sampleRate(self.sampling_cycle), sample_rate });
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ final_left, final_right }, 2 * @sizeOf(u16));
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self.sched.push(.SampleAudio, self.sampleTicks() -| late);
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// Sampling Cycle (Sample Rate) changed, Craete a new SDL Audio Resampler
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// FIXME: Replace SDL's Audio Resampler with either a custom or more reliable one
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const old_stream = self.stream;
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defer SDL.SDL_FreeAudioStream(old_stream);
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self.sampling_cycle = self.bias.sampling_cycle.read();
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self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, @intCast(c_int, sample_rate), SDL.AUDIO_U16, 2, host_sample_rate).?;
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}
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fn sampleTicks(self: *const Self) u64 {
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@ -70,12 +70,21 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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}
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}
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fn syncToAudio(cpu: *const Arm7tdmi) void {
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const stream = cpu.bus.apu.stream;
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const min_sample_count = 0x800;
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fn syncToAudio(stream: *SDL.SDL_AudioStream, is_buffer_full: *bool) void {
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const sample_size = 2 * @sizeOf(u16);
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const max_buf_size: c_int = 0x400;
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// Busy Loop while we wait for the Audio system to catch up
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while (SDL.SDL_AudioStreamAvailable(stream) > (@sizeOf(u16) * 2) * min_sample_count) {}
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// Determine whether the APU is busy right at this moment
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var still_full: bool = SDL.SDL_AudioStreamAvailable(stream) > sample_size * if (is_buffer_full.*) max_buf_size >> 1 else max_buf_size;
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defer is_buffer_full.* = still_full; // Update APU Busy status right before exiting scope
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// If Busy is false, there's no need to sync here
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if (!still_full) return;
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while (true) {
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still_full = SDL.SDL_AudioStreamAvailable(stream) > sample_size * max_buf_size >> 1;
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if (!sync_audio or !still_full) break;
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}
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}
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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@ -86,21 +95,21 @@ pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi,
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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if (sync_audio) syncToAudio(cpu);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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tracker.tick();
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}
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} else {
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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if (sync_audio) syncToAudio(cpu);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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}
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}
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}
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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log.info("Emulation thread w/ video sync", .{});
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var timer = Timer.start() catch unreachable;
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var timer = Timer.start() catch std.debug.panic("Failed to initialize std.timer.Timer", .{});
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var wake_time: u64 = frame_period;
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if (fps) |tracker| {
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@ -108,13 +117,14 @@ pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, f
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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const new_wake_time = syncToVideo(&timer, wake_time);
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const new_wake_time = blockOnVideo(&timer, wake_time);
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// Spin to make up the difference of OS scheduler innacuracies
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// If we happen to also be syncing to audio, we choose to spin on
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// the amount of time needed for audio to catch up rather than
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// our expected wake-up time
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if (sync_audio) syncToAudio(cpu) else spinLoop(&timer, wake_time);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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if (!sync_audio) spinLoop(&timer, wake_time);
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wake_time = new_wake_time;
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tracker.tick();
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@ -122,16 +132,17 @@ pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, f
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} else {
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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const new_wake_time = syncToVideo(&timer, wake_time);
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// see above comment
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if (sync_audio) syncToAudio(cpu) else spinLoop(&timer, wake_time);
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const new_wake_time = blockOnVideo(&timer, wake_time);
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// see above comment
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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if (!sync_audio) spinLoop(&timer, wake_time);
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wake_time = new_wake_time;
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}
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}
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}
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inline fn syncToVideo(timer: *Timer, wake_time: u64) u64 {
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inline fn blockOnVideo(timer: *Timer, wake_time: u64) u64 {
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// Use the OS scheduler to put the emulation thread to sleep
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const maybe_recalc_wake_time = sleep(timer, wake_time);
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@ -149,6 +160,8 @@ pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void
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runFrame(sched, cpu);
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spinLoop(&timer, wake_time);
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syncToAudio(cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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// Update to the new wake time
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wake_time += frame_period;
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}
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