Add simple resampling using cosine interpolation, seems to work~ish.
Still have clicks & delays in my audio output. Former-commit-id: 46707fc773d8083fbba1ec614e3e0a3e53866b98
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@ -7,6 +7,7 @@ use super::cartridge::Cartridge;
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use super::gpu::*;
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use super::interrupt::*;
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use super::iodev::*;
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use super::sound::SoundController;
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use super::sysbus::SysBus;
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use super::super::{AudioInterface, InputInterface, VideoInterface};
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@ -28,7 +29,8 @@ impl GameBoyAdvance {
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audio_device: Rc<RefCell<dyn AudioInterface>>,
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input_device: Rc<RefCell<dyn InputInterface>>,
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) -> GameBoyAdvance {
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let io = IoDevices::new();
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let sound_controller = SoundController::new(audio_device.clone());
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let io = IoDevices::new(sound_controller);
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GameBoyAdvance {
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cpu: cpu,
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sysbus: Box::new(SysBus::new(io, bios_rom, gamepak)),
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@ -119,7 +121,6 @@ impl GameBoyAdvance {
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}
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io.intc.request_irqs(irqs);
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let mut audio_device = self.audio_device.borrow_mut();
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io.sound.update(self.cpu.cycles, &mut (*audio_device));
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io.sound.update(self.cpu.cycles);
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}
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}
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@ -17,7 +17,6 @@ pub enum HaltState {
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Stop, // In Stop mode, most of the hardware including sound and video are paused
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}
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#[derive(Debug)]
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pub struct IoDevices {
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pub intc: InterruptController,
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pub gpu: Gpu,
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@ -33,10 +32,10 @@ pub struct IoDevices {
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}
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impl IoDevices {
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pub fn new() -> IoDevices {
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pub fn new(sound_controller: SoundController) -> IoDevices {
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IoDevices {
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gpu: Gpu::new(),
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sound: SoundController::new(),
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sound: sound_controller,
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timers: Timers::new(),
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dmac: DmaController::new(),
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intc: InterruptController::new(),
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51
src/core/sound/dsp.rs
Normal file
51
src/core/sound/dsp.rs
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@ -0,0 +1,51 @@
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pub type Sample = (i16, i16);
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const PI: f32 = std::f32::consts::PI;
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pub trait Resampler {
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fn push_sample(&mut self, s: Sample, output: &mut Vec<i16>);
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}
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pub struct CosineResampler {
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last_in_sample: Sample,
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phase: f32,
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pub in_freq: f32,
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out_freq: f32,
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}
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fn cosine_interpolation(y1: Sample, y2: Sample, phase: f32) -> Sample {
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let y1_left = y1.0 as f32;
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let y1_right = y1.1 as f32;
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let y2_left = y2.0 as f32;
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let y2_right = y2.1 as f32;
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let mu2 = (1.0 - (PI * phase).cos()) / 2.0;
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(
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(y2_left * (1.0 - mu2) + y1_left * mu2) as i16,
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(y2_right * (1.0 - mu2) + y1_right * mu2) as i16,
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)
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}
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impl Resampler for CosineResampler {
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fn push_sample(&mut self, s: Sample, output: &mut Vec<i16>) {
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while self.phase < 1.0 {
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let x = cosine_interpolation(self.last_in_sample, s, self.phase);
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output.push(x.0);
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output.push(x.1);
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self.phase += self.in_freq / self.out_freq;
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}
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self.phase = self.phase - 1.0;
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self.last_in_sample = s;
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}
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}
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impl CosineResampler {
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pub fn new(in_freq: f32, out_freq: f32) -> CosineResampler {
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CosineResampler {
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last_in_sample: Default::default(),
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phase: 0.0,
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in_freq: in_freq,
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out_freq: out_freq,
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}
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}
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}
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@ -1,3 +1,6 @@
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use std::cell::RefCell;
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use std::rc::Rc;
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use bit::BitIndex;
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use super::dma::DmaController;
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@ -8,8 +11,10 @@ use crate::AudioInterface;
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mod fifo;
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use fifo::SoundFifo;
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mod dsp;
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use dsp::{CosineResampler, Resampler};
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const DMG_RATIOS: [f32; 4] = [0.25, 0.5, 1.0, 0.0];
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const DMA_RATIOS: [f32; 2] = [0.5, 1.0];
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const DMA_TIMERS: [usize; 2] = [0, 1];
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const DUTY_RATIOS: [f32; 4] = [0.125, 0.25, 0.5, 0.75];
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@ -19,7 +24,7 @@ struct NoiseChannel {}
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#[derive(Debug)]
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struct DmaSoundChannel {
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value: i8,
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volume: f32,
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volume_shift: i16,
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enable_right: bool,
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enable_left: bool,
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timer_select: usize,
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@ -29,7 +34,7 @@ struct DmaSoundChannel {
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impl Default for DmaSoundChannel {
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fn default() -> DmaSoundChannel {
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DmaSoundChannel {
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volume: DMA_RATIOS[0],
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volume_shift: 1,
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value: 0,
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enable_right: false,
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enable_left: false,
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@ -45,8 +50,9 @@ const REG_FIFO_A_H: u32 = REG_FIFO_A + 2;
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const REG_FIFO_B_L: u32 = REG_FIFO_B;
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const REG_FIFO_B_H: u32 = REG_FIFO_B + 2;
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#[derive(Debug)]
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pub struct SoundController {
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audio_device: Rc<RefCell<dyn AudioInterface>>,
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sample_rate_to_cpu_freq: usize, // how many "cycles" are a sample?
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last_sample_cycles: usize, // cycles count when we last provided a new sample.
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@ -79,12 +85,17 @@ pub struct SoundController {
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dma_sound: [DmaSoundChannel; 2],
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pub output_buffer: Vec<i8>,
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resampler: CosineResampler,
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pub output_buffer: Vec<i16>,
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}
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impl SoundController {
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pub fn new() -> SoundController {
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pub fn new(audio_device: Rc<RefCell<dyn AudioInterface>>) -> SoundController {
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let resampler =
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CosineResampler::new(32768_f32, audio_device.borrow().get_sample_rate() as f32);
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SoundController {
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audio_device: audio_device,
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sample_rate_to_cpu_freq: 12345,
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last_sample_cycles: 0,
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mse: false,
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@ -110,7 +121,8 @@ impl SoundController {
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sound_bias: 0x200,
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dma_sound: [Default::default(), Default::default()],
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output_buffer: Vec::with_capacity(32),
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resampler: resampler,
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output_buffer: Vec::with_capacity(10000),
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}
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}
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@ -135,14 +147,8 @@ impl SoundController {
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.iter()
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.position(|&f| f == self.dmg_volume_ratio)
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.expect("bad dmg_volume_ratio!") as u16
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| DMA_RATIOS
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.iter()
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.position(|&f| f == self.dma_sound[0].volume)
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.unwrap() as u16
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| DMA_RATIOS
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.iter()
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.position(|&f| f == self.dma_sound[1].volume)
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.unwrap() as u16
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| cbit(2, self.dma_sound[0].volume_shift == 1)
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| cbit(3, self.dma_sound[1].volume_shift == 1)
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| cbit(8, self.dma_sound[0].enable_right)
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| cbit(9, self.dma_sound[0].enable_left)
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| cbit(10, self.dma_sound[0].timer_select != 0)
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@ -210,8 +216,8 @@ impl SoundController {
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REG_SOUNDCNT_H => {
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self.dmg_volume_ratio = DMG_RATIOS[value.bit_range(0..1) as usize];
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self.dma_sound[0].volume = DMA_RATIOS[value.bit(2) as usize];
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self.dma_sound[1].volume = DMA_RATIOS[value.bit(3) as usize];
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self.dma_sound[0].volume_shift = value.bit(2) as i16;
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self.dma_sound[1].volume_shift = value.bit(3) as i16;
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self.dma_sound[0].enable_right = value.bit(8);
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self.dma_sound[0].enable_left = value.bit(9);
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self.dma_sound[0].timer_select = DMA_TIMERS[value.bit(10) as usize];
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@ -274,7 +280,6 @@ impl SoundController {
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if !self.mse {
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return;
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}
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// TODO - play sound ?
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const FIFO_INDEX_TO_REG: [u32; 2] = [REG_FIFO_A, REG_FIFO_B];
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for fifo in 0..2 {
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(32768 << resolution) as i32
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}
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pub fn update(&mut self, cycles: usize, audio_device: &mut dyn AudioInterface) {
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pub fn update(&mut self, cycles: usize) {
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let resolution = self.sound_bias.bit_range(14..16) as usize;
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let cycles_per_sample = 512 >> resolution;
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self.resampler.in_freq = self.sample_rate() as f32;
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while cycles - self.last_sample_cycles >= cycles_per_sample {
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self.last_sample_cycles += cycles_per_sample;
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let mut sample = (0, 0);
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// time to push a new sample!
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let mut sample = (0i16, 0i16);
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for i in 0..2 {
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let channel = &self.dma_sound[i];
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if channel.enable_left {
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sample.0 += (channel.value as i16) << 8;
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sample.0 += ((channel.value as i16) << 8) >> channel.volume_shift;
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}
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if channel.enable_right {
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sample.1 += (channel.value as i16) << 8;
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sample.1 += ((channel.value as i16) << 8) >> channel.volume_shift;
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}
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}
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audio_device.play(&[sample.0, sample.1]);
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self.resampler.push_sample(sample, &mut self.output_buffer);
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if self.output_buffer.len() >= 10000 {
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self.audio_device.borrow_mut().play(&self.output_buffer);
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self.output_buffer.clear();
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}
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}
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}
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}
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@ -138,7 +138,6 @@ impl Bus for DummyBus {
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fn write_8(&mut self, _addr: Addr, _value: u8) {}
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}
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#[derive(Debug)]
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pub struct SysBus {
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pub io: IoDevices,
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@ -1,10 +1,10 @@
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use sdl2;
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use sdl2::audio::{AudioDevice, AudioQueue, AudioSpec, AudioSpecDesired, AudioStatus};
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use sdl2::audio::{AudioQueue, AudioSpecDesired};
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use rustboyadvance_ng::AudioInterface;
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pub struct Sdl2AudioPlayer {
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device: AudioQueue<i16>,
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pub device: AudioQueue<i16>,
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freq: i32,
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}
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samples: None,
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};
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// let mut device = audio_subsystem
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// .open_playback(None, &desired_spec, |spec| {
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// println!("Obtained {:?}", spec);
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// GbaAudioCallback { spec: spec }
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// })
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// .unwrap();
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let mut device = audio_subsystem
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let device = audio_subsystem
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.open_queue::<i16, _>(None, &desired_spec)
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.unwrap();
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let freq = device.spec().freq;
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device.resume();
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Sdl2AudioPlayer { device, freq }
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}
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@ -85,6 +85,7 @@ fn main() {
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keycode: Some(Keycode::Space),
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..
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} => {
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audio.borrow_mut().device.clear(); // clear audio queue
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frame_limiter = true;
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}
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Event::KeyDown {
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