Synchronise the audio callback with Organya
This is the 'perfect' Organya playback I mentioned in the commit
message for 5ea356a3bd
This commit is contained in:
parent
a076274864
commit
3eb346ce10
1 changed files with 45 additions and 26 deletions
|
@ -64,32 +64,8 @@ static void SetSoundPan(AudioBackend_Sound *sound, long pan)
|
|||
sound->volume_r = sound->pan_r * sound->volume;
|
||||
}
|
||||
|
||||
static void Callback(void *user_data, Uint8 *stream_uint8, int len)
|
||||
static void MixSounds(float *stream, size_t frames_total)
|
||||
{
|
||||
(void)user_data;
|
||||
|
||||
float *stream = (float*)stream_uint8;
|
||||
unsigned int frames_total = len / sizeof(float) / 2;
|
||||
|
||||
for (unsigned int i = 0; i < frames_total * 2; ++i)
|
||||
stream[i] = 0.0f;
|
||||
|
||||
if (organya_timer != 0)
|
||||
{
|
||||
static int timer_countdown;
|
||||
|
||||
timer_countdown -= frames_total * 1000;
|
||||
|
||||
if (timer_countdown <= 0)
|
||||
{
|
||||
do
|
||||
{
|
||||
timer_countdown += organya_timer * 44100;
|
||||
UpdateOrganya();
|
||||
} while (timer_countdown <= 0);
|
||||
}
|
||||
}
|
||||
|
||||
for (AudioBackend_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
|
||||
{
|
||||
if (sound->playing)
|
||||
|
@ -142,6 +118,49 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
|
|||
}
|
||||
}
|
||||
|
||||
static void Callback(void *user_data, Uint8 *stream_uint8, int len)
|
||||
{
|
||||
(void)user_data;
|
||||
|
||||
float *stream = (float*)stream_uint8;
|
||||
unsigned int frames_total = len / sizeof(float) / 2;
|
||||
|
||||
for (unsigned int i = 0; i < frames_total * 2; ++i)
|
||||
stream[i] = 0.0f;
|
||||
|
||||
if (organya_timer == 0)
|
||||
{
|
||||
MixSounds(stream, frames_total);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Synchronise audio generation with Organya.
|
||||
// In the original game, Organya ran asynchronously in a separate thread,
|
||||
// firing off commands to DirectSound in realtime. To match that, we'd
|
||||
// need a very low-latency buffer, otherwise we'd get mistimed instruments.
|
||||
// Instead, we can just do this.
|
||||
unsigned int frames_done = 0;
|
||||
|
||||
while (frames_done != frames_total)
|
||||
{
|
||||
static unsigned long organya_countdown;
|
||||
|
||||
if (organya_countdown == 0)
|
||||
{
|
||||
organya_countdown = (organya_timer * 44100) / 1000; // organya_timer is in milliseconds, so convert it to audio frames
|
||||
UpdateOrganya();
|
||||
}
|
||||
|
||||
const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done);
|
||||
|
||||
MixSounds(stream + frames_done * 2, frames_to_do);
|
||||
|
||||
frames_done += frames_to_do;
|
||||
organya_countdown -= frames_to_do;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BOOL AudioBackend_Init(void)
|
||||
{
|
||||
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
|
||||
|
@ -151,7 +170,7 @@ BOOL AudioBackend_Init(void)
|
|||
specification.freq = 44100;
|
||||
specification.format = AUDIO_F32;
|
||||
specification.channels = 2;
|
||||
specification.samples = 0x200;
|
||||
specification.samples = 0x400; // Roughly 10 milliseconds
|
||||
specification.callback = Callback;
|
||||
specification.userdata = NULL;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue