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package main | ||
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import ( | ||
"fmt" | ||
"math" | ||
"time" | ||
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"github.com/ivanizag/izapple2" | ||
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"github.com/hajimehoshi/ebiten/v2/audio" | ||
) | ||
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const ( | ||
samplingHz = 48000 | ||
//bufferSize = 1000 | ||
// bufferSize/samplingHz will be the max delay of the sound | ||
sampleDurationCycles = 1000000 * izapple2.CPUClockMhz / samplingHz | ||
// each sample on the sound stream is 21.31 cpu cycles approx | ||
maxOutOfSyncMs = 2000 | ||
decayLevel = 0.0 | ||
) | ||
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type ebitenSpeaker struct { | ||
audioContext *audio.Context | ||
audioPlayer *audio.Player | ||
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clickChannel chan uint64 | ||
pendingClicks []uint64 | ||
lastCycle uint64 | ||
lastState bool | ||
lastLevel float32 | ||
} | ||
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func newEbitenSpeaker() *ebitenSpeaker { | ||
var s ebitenSpeaker | ||
s.clickChannel = make(chan uint64, 1000) | ||
s.pendingClicks = make([]uint64, 0, 1000) | ||
s.lastLevel = decayLevel // Mid position to avoid starting clicks. | ||
return &s | ||
} | ||
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// Click receives a speaker click. The argument is the CPU cycle when it is generated | ||
func (s *ebitenSpeaker) Click(cycle uint64) { | ||
select { | ||
case s.clickChannel <- cycle: | ||
// Sent | ||
default: | ||
fmt.Printf("Speaker click dropped in channel.\n") | ||
// The channel is full, the click is lost. | ||
} | ||
} | ||
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func stateToLevel(state bool) float32 { | ||
if state { | ||
return 1.0 | ||
} | ||
return -1.0 | ||
} | ||
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// Read is io.Reader's Read | ||
func (s *ebitenSpeaker) Read(buf []byte) (n int, err error) { | ||
//Read queued clicks | ||
done := false | ||
for !done { | ||
select { | ||
case cycle := <-s.clickChannel: | ||
s.pendingClicks = append(s.pendingClicks, cycle) | ||
default: | ||
done = true | ||
} | ||
} | ||
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// Verify that we are not too long behind | ||
var maxOutOfSyncCyclesFloat = 1000 * izapple2.CPUClockMhz * maxOutOfSyncMs | ||
var maxOutOfSyncCycles = uint64(maxOutOfSyncCyclesFloat) | ||
for _, pc := range s.pendingClicks { | ||
if pc-s.lastCycle > maxOutOfSyncCycles { | ||
// Fast forward | ||
s.lastCycle = pc | ||
fmt.Printf("Speaker fast forward.\n") | ||
} | ||
} | ||
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// Build wave | ||
const bytesPerSample = 8 // Two floats32, 4 bytes each, one for each channel | ||
samples := len(buf) / bytesPerSample | ||
//fmt.Printf("smples: %v\n", smples) | ||
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if len(s.pendingClicks) > 0 { | ||
fmt.Printf("pendingClicks: %v\n", len(s.pendingClicks)) | ||
} | ||
var i, r int | ||
level := s.lastLevel | ||
for p := 0; p < len(s.pendingClicks); p++ { | ||
cycle := s.pendingClicks[p] | ||
if cycle < s.lastCycle { | ||
// Too old, ignore | ||
continue | ||
} | ||
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// Fill with samples | ||
level = stateToLevel(s.lastState) | ||
samplesNeeded := int(float64(cycle-s.lastCycle) / sampleDurationCycles) | ||
if samplesNeeded+i > samples { | ||
// Partial fill, to be completed on the next callback | ||
samplesNeeded = samples - i | ||
s.lastCycle = cycle - uint64(float64(samplesNeeded)*sampleDurationCycles) | ||
} else { | ||
s.lastCycle = cycle | ||
s.lastState = !s.lastState | ||
r++ // Remove this pending click | ||
} | ||
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for j := 0; j < samplesNeeded; j++ { | ||
putFloat32InBuffer(buf, i, level) | ||
i += 1 | ||
} | ||
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if i == samples { | ||
// Buffer is complete | ||
break | ||
} | ||
} | ||
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// If the buffer is empty lets stop the signal | ||
if i == 0 && level != 0.0 { | ||
level = 0.0 | ||
fmt.Printf("Speaker buffer empty, to zero.\n") | ||
} | ||
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// Complete the buffer if needed | ||
for b := i; b < samples; b++ { | ||
putFloat32InBuffer(buf, b, level) | ||
} | ||
s.lastLevel = level | ||
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// Remove processed clicks, store the rest for later | ||
s.pendingClicks = s.pendingClicks[r:] | ||
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return len(buf), nil | ||
} | ||
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func putFloat32InBuffer(buf []byte, i int, f float32) { | ||
v := math.Float32bits(f) | ||
buf[i*8] = byte(v) | ||
buf[i*8+1] = byte(v >> 8) | ||
buf[i*8+2] = byte(v >> 16) | ||
buf[i*8+3] = byte(v >> 24) | ||
buf[i*8+4] = byte(v) | ||
buf[i*8+5] = byte(v >> 8) | ||
buf[i*8+6] = byte(v >> 16) | ||
buf[i*8+7] = byte(v >> 24) | ||
} | ||
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func (s *ebitenSpeaker) update() error { | ||
if s.audioContext == nil { | ||
s.audioContext = audio.NewContext(samplingHz) | ||
} | ||
if s.audioPlayer == nil { | ||
var err error | ||
s.audioPlayer, err = s.audioContext.NewPlayerF32(s) | ||
if err != nil { | ||
return err | ||
} | ||
//s.audioPlayer.SetVolume(1.0) | ||
s.audioPlayer.SetBufferSize(time.Duration(100) * time.Millisecond) | ||
s.audioPlayer.Play() | ||
} | ||
return nil | ||
} |
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