[aud] Use Audio queue
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@@ -43,7 +43,7 @@ impl TimerManager {
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*timer_lock -= 1;
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}
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if *sound_lock > 0 {
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log::info!("Beep!");
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log::trace!("Beep!");
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*sound_lock -= 1;
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}
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}
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25
src/main.rs
25
src/main.rs
@@ -21,7 +21,7 @@ use crate::device::Device;
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use crate::device::keyboard::Keyboard;
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use crate::util::EmulatorResult;
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use crate::kb_map::get_key_index;
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use crate::sdl_audio_adapter::SquareWave;
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use crate::sdl_audio_adapter::SdlAudioAdapter;
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use crate::sdl_graphics_adapter::SdlGraphicsAdapter;
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use crate::sdl_keyboard_adapter::SdlKeyboardAdapter;
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@@ -41,9 +41,11 @@ fn main() -> EmulatorResult<()> {
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let mut timer = TimerManager::new();
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let audio_state = timer.start();
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let (mut canvas, mut event_pump) = try_initiate_sdl(audio_state,draw_scale)?;
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let (mut canvas, mut event_pump,audio_queue) = try_initiate_sdl(draw_scale)?;
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let audio_state = timer.start();
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let mut sdl_aud_adapter = SdlAudioAdapter::new(audio_state,440.0,0.5,audio_queue);
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let (frame_buffer_for_display, frame_buffer_for_device) = get_frame_buffer_references();
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@@ -91,7 +93,7 @@ fn main() -> EmulatorResult<()> {
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sdl_graphics_adapter.draw_screen(lock, &mut canvas)?;
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}
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canvas.present();
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sdl_aud_adapter.process_push_audio()?;
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// 60fps - small offset to consider for cpu cycle time
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thread::sleep(Duration::new(0, 1_000_000_000u32 / 60));
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}
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@@ -139,22 +141,18 @@ fn load_rom(rom_file_location: String) -> [u8; ROM_SIZE] {
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rom_slice
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}
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fn try_initiate_sdl(audio_state: Arc<Mutex<u8>>, draw_scale: f32) -> EmulatorResult<(WindowCanvas, EventPump)> {
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fn try_initiate_sdl(draw_scale: f32) -> EmulatorResult<(WindowCanvas, EventPump, AudioQueue<f32>)> {
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let sdl_context = sdl2::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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let audio_subsystem = sdl_context.audio().unwrap();
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let wanted_spec = AudioSpecDesired {
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channels: Some(1),
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samples: None,
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freq: Some(44100),
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freq: Some(SdlAudioAdapter::SAMPLING_FREQ),
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};
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let device = audio_subsystem.open_playback(None, &wanted_spec, |spec| {
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// initialize the audio callback
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SquareWave ::new(audio_state,440.0/spec.freq as f32,0.5)
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}).unwrap();
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device.resume();
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let audio_queue = audio_subsystem.open_queue::<f32,_>(None, &wanted_spec)?;
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let window_width = (Device::FRAME_BUFFER_WIDTH as f32 * draw_scale) as u32;
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let window_height = (Device::FRAME_BUFFER_HEIGHT as f32 * draw_scale) as u32;
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@@ -169,8 +167,7 @@ fn try_initiate_sdl(audio_state: Arc<Mutex<u8>>, draw_scale: f32) -> EmulatorRes
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canvas.clear();
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canvas.present();
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let event_pump = sdl_context.event_pump()?;
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Ok((canvas, event_pump
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))
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Ok((canvas, event_pump,audio_queue))
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}
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@@ -1,46 +1,59 @@
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use std::sync::{Arc, Mutex, RwLock};
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use log::warn;
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use sdl2::audio::AudioCallback;
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use std::sync::{Arc, Mutex};
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use sdl2::audio::AudioQueue;
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use crate::util::EmulatorResult;
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pub struct SquareWave {
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pub struct SdlAudioAdapter {
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sound_timer: Arc<Mutex<u8>>,
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phase_inc: f32,
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phase: f32,
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volume: f32,
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audio_queue: AudioQueue<f32>,
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buf: Vec<f32>,
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}
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impl SquareWave {
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/// An Audio adapter using `AudioQueue`.
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impl SdlAudioAdapter {
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pub const SAMPLING_FREQ:i32 = 15360;
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pub const SAMPLES_PER_FRAME: usize = Self::SAMPLING_FREQ as usize / 60 + 2;
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pub fn new(sound_timer: Arc<Mutex<u8>>,
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phase_inc: f32,
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volume: f32)->SquareWave {
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SquareWave {
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freq: f32,
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volume: f32,
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audio_queue: AudioQueue<f32>) -> SdlAudioAdapter {
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audio_queue.resume();
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SdlAudioAdapter {
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sound_timer,
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buf: vec![0f32; Self::SAMPLES_PER_FRAME],
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phase: 0f32,
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phase_inc,
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phase_inc: freq/Self::SAMPLING_FREQ as f32,
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volume,
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audio_queue,
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}
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}
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}
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pub fn process_push_audio(&mut self) -> EmulatorResult<()> {
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// fill the audio vector.
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let sound_timer = {
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let sound_timer = self.sound_timer.lock().expect("Could not lock to play audio");
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sound_timer.clone()
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};
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if sound_timer>0 {
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self.fill_audio();
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self.audio_queue.queue_audio(&self.buf)?;
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}
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Ok(())
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}
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impl AudioCallback for SquareWave {
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type Channel = f32;
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fn fill_audio(&mut self) {
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let out = &mut self.buf;
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fn callback(&mut self, out: &mut [f32]) {
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let sound_timer = self.sound_timer.lock().expect("Could not lock to play audio");
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let sound_timer = sound_timer.clone();
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// log::info!("Processing audio buffer length {}",out.len());
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// Generate a square wave
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for x in out.iter_mut() {
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*x = if sound_timer > 0 {
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if self.phase <= 0.5 {
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self.volume
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} else {
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-self.volume
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}
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*x = if self.phase <= 0.5 {
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self.volume
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} else {
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0f32
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-self.volume
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};
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self.phase = (self.phase + self.phase_inc) % 1.0;
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}
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}
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}
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}
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