- Enorme reestructuració del codi per a que el fluxe comence a ser mes racional

- [NEW] mòdul zx_system per a gestionar la vida i canvi de systemes (48K, 128K...)
This commit is contained in:
2025-07-30 13:01:01 +02:00
parent 2775da3d53
commit 1db0c52e1a
15 changed files with 257 additions and 101 deletions
+32 -10
View File
@@ -5,24 +5,46 @@
namespace speaker
{
#define SAMPLING_FREQ 44100
#define AUDIO_BUFFER_SIZE 2048
SDL_AudioDeviceID sdlAudioDevice;
uint8_t sound_buffer[AUDIO_BUFFER_SIZE];
uint16_t sampling_freq = 44100;
uint16_t audio_buffer_size = 2048;
SDL_AudioDeviceID sdlAudioDevice = 0;
uint8_t *sound_buffer = nullptr;
uint16_t sound_pos=0;
uint16_t t_sound=0;
std::vector<uint8_t(*)()> sources;
float cycles_per_sample;
void init()
void init(const uint16_t freq, const uint16_t buffer_size)
{
SDL_AudioSpec audioSpec{SAMPLING_FREQ, AUDIO_U8, 1, 0, AUDIO_BUFFER_SIZE>>2, 0, 0, NULL, NULL};
if (sound_buffer || sdlAudioDevice) quit();
sampling_freq = freq;
audio_buffer_size = buffer_size;
SDL_AudioSpec audioSpec{sampling_freq, AUDIO_U8, 1, 0, (uint16_t)(audio_buffer_size>>2), 0, 0, NULL, NULL};
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0);
cycles_per_sample = z80::getClock() / SAMPLING_FREQ;
cycles_per_sample = z80::getClock() / sampling_freq;
sound_buffer = (uint8_t*)malloc(audio_buffer_size);
enable();
}
void quit()
{
disable();
sources.clear();
if (sound_buffer) {
free(sound_buffer);
sound_buffer = nullptr;
}
if (sdlAudioDevice) {
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
}
void enable()
{
SDL_PauseAudioDevice(sdlAudioDevice, 0);
@@ -38,7 +60,7 @@ namespace speaker
sources.push_back(callback);
}
void update(const uint8_t dt)
void update(const uint32_t dt)
{
t_sound += dt;
if (t_sound>=cycles_per_sample) {
@@ -48,12 +70,12 @@ namespace speaker
for (auto callback : sources) sample += callback();
sample /= sources.size();
sound_buffer[(sound_pos++)&(AUDIO_BUFFER_SIZE-1)] = sample;
sound_buffer[(sound_pos++)&(audio_buffer_size-1)] = sample;
}
if (sound_pos>=1000) {
SDL_QueueAudio(sdlAudioDevice, sound_buffer, sound_pos);
sound_pos = 0;
while (SDL_GetQueuedAudioSize(sdlAudioDevice) > 4096 ) {}
while (SDL_GetQueuedAudioSize(sdlAudioDevice) > (audio_buffer_size<<1) ) {}
}
}