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FastDigitalRenderer.mm
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FastDigitalRenderer.mm
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/*
Frodo, Commodore 64 emulator for the iPhone
Copyright (C) 1994-1997,2002 Christian Bauer
See gpl.txt for license information.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <CoreFoundation/CoreFoundation.h>
#include "FastDigitalRenderer.h"
#include "Prefs.h"
#include "VIC.h"
#include "debug.h"
/*
* Random number generator for noise waveform
*/
static inline uint8 sid_random(void) {
static uint32 seed = 1;
seed = seed * 1103515245 + 12345;
return seed >> 16;
}
# import "AudioQueueManager.h"
#import "fastsid.i"
/*
* Constructor
*/
FastDigitalRenderer::FastDigitalRenderer() {
_fastSID = new sound_t();
bzero(_fastSID, sizeof(sound_t));
_fastSID->sample_buf = sample_buf;
fastsid_init(_fastSID, SAMPLE_FREQ, SID_FREQ);
Reset();
// System specific initialization
init_sound();
}
/*
* Reset emulation
*/
void FastDigitalRenderer::Reset(void) {
fastsid_reset(_fastSID);
volume = 0;
sample_in_ptr = 0;
memset(sample_buf, 0, SAMPLE_BUF_SIZE);
}
/*
* Write to register
*/
void FastDigitalRenderer::WriteRegister(uint16 adr, uint8 byte) {
fastsid_store(_fastSID, adr, byte);
if (adr == 24)
volume = byte & 0xf;
}
/*
* Preferences may have changed
*/
void FastDigitalRenderer::NewPrefs(Prefs *prefs) {
_fastSID->emulatefilter = prefs->SIDFilters;
fastsid_init(_fastSID, SAMPLE_FREQ, SID_FREQ);
}
void FastDigitalRenderer::init_sound() {
//sid_filters = ThePrefs.SIDFilters;
_audioQueue = new CAudioQueueManager(SAMPLE_FREQ, FRAGMENT_SIZE, MonoSound);
_audioQueue->start();
if (!ThePrefs.SIDOn)
Pause();
ready = true;
}
FastDigitalRenderer::~FastDigitalRenderer() {
if (_audioQueue) {
// default is to auto-delete
_audioQueue->stop();
}
}
void FastDigitalRenderer::VBlank() {
// Convert latency preferences from milliseconds to frags.
int lead_hiwater = ThePrefs.LatencyMax;
int lead_lowater = ThePrefs.LatencyMin;
long remainingMilliseconds = _audioQueue->remainingMilliseconds();
if (remainingMilliseconds > lead_hiwater)
return;
// Calculate one frag.
short* buffer = _audioQueue->getNextBuffer();
if (!buffer)
return;
fastsid_calculate_samples(_fastSID, buffer, FRAGMENT_SIZE, sample_in_ptr);
//calc_buffer(buffer, FRAGMENT_SIZE);
_audioQueue->queueBuffer(buffer);
int neededMilliseconds = lead_lowater - _audioQueue->remainingMilliseconds();
// If we're getting too far behind the audio add an extra frag.
if (neededMilliseconds > 0) {
const int millisecondsPerFragment = (float)FRAGMENT_SIZE / (float)SAMPLE_FREQ * 1000.0;
int neededFragments = neededMilliseconds / millisecondsPerFragment;
while (neededFragments--) {
short* buffer = _audioQueue->getNextBuffer();
if (buffer) {
fastsid_calculate_samples(_fastSID, buffer, FRAGMENT_SIZE, sample_in_ptr);
_audioQueue->queueBuffer(buffer);
} else
break;
}
}
}
void FastDigitalRenderer::Pause() {
_audioQueue->pause();
}
void FastDigitalRenderer::Resume() {
if (ThePrefs.SIDOn)
_audioQueue->resume();
}