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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@@ -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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