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4 changed files with 15 additions and 10 deletions

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@ -200,7 +200,10 @@ pub const Apu = struct {
self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, @intCast(c_int, self.sampleRate()), SDL.AUDIO_U16, 2, host_sample_rate) orelse unreachable;
}
_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ final_left, final_right }, 2 * @sizeOf(u16));
// If we add 0x4040 to each sample the DC Offset is removed
// note: found this through guess and check
// FIXME: Pretty sure this is a dirty hack and should be fixed
_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ final_left + 0x4040, final_right + 0x4040 }, 2 * @sizeOf(u16));
self.sched.push(.SampleAudio, self.sampleTicks() -| late);
}

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@ -51,10 +51,7 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
const frame_end = sched.tick + cycles_per_frame;
while (true) {
const next = sched.nextTimestamp();
const run_until = std.math.min(next, frame_end);
while (sched.tick < run_until) {
while (sched.tick < std.math.min(frame_end, sched.nextTimestamp())) {
if (cpu.bus.io.haltcnt == .Execute) cpu.step() else sched.tick += 1;
cpu.handleDMATransfers();
}

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@ -239,10 +239,13 @@ fn initAudio(apu: *Apu) SDL.SDL_AudioDeviceID {
return dev;
}
// FIXME: Sometimes, we hear garbage upon program start. Why?
export fn audioCallback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
const apu = @ptrCast(*Apu, @alignCast(8, userdata));
_ = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
const written = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
// If we don't write anything, play silence otherwise garbage will be played
// FIXME: I don't think this hack to remove DC Offset is acceptable :thinking:
if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x80);
}
fn getSavePath(alloc: std.mem.Allocator) !?[]const u8 {

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@ -90,10 +90,12 @@ pub const Scheduler = struct {
self.queue.add(.{ .kind = kind, .tick = self.now() + end }) catch unreachable;
}
pub fn nextTimestamp(self: *Self) u64 {
if (self.queue.peek()) |e| return e.tick;
pub inline fn nextTimestamp(self: *const Self) u64 {
@setRuntimeSafety(false);
unreachable; // There's always the HeatDeath event scheduled
// Typically you'd use PriorityQueue.peek here, but there's always at least a HeatDeath
// event in the PQ so we can just do this instead. Should be faster in ReleaseSafe
return self.queue.items[0].tick;
}
};