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| author | skal <pascal.massimino@gmail.com> | 2026-02-04 22:08:56 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-04 22:08:56 +0100 |
| commit | dd9d3013d260f27f86b268c203a290f91431d8e5 (patch) | |
| tree | 7ca8bb5e4c2eb2bff3736992e899e6ce676c6234 /src/audio/jittered_audio_backend.h | |
| parent | 91933ce05ba157dc549d52ed6c00c71c457fca05 (diff) | |
feat: Optional sequence end times and comprehensive effect documentation
This milestone implements several key enhancements to the sequencing system
and developer documentation:
## Optional Sequence End Times (New Feature)
- Added support for explicit sequence termination via [time] syntax
- Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds
- Updated seq_compiler.cc to parse optional [time] parameter with brackets
- Added end_time_ field to Sequence class (default -1.0 = no explicit end)
- Modified update_active_list() to check sequence end time and deactivate
all effects when reached
- Fully backward compatible - existing sequences work unchanged
## Comprehensive Effect Documentation (demo.seq)
- Documented all effect constructor parameters (standard: device, queue, format)
- Added runtime parameter documentation (time, beat, intensity, aspect_ratio)
- Created detailed effect catalog with specific behaviors:
* Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect
* Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect,
ThemeModulationEffect, FadeEffect, FlashEffect
- Added examples section showing common usage patterns
- Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x,
flash triggers at intensity > 0.7, theme cycles every 8 seconds)
## Code Quality & Verification
- Audited all hardcoded 1280x720 dimensions throughout codebase
- Verified all shaders use uniforms.resolution and uniforms.aspect_ratio
- Confirmed Effect::resize() properly updates width_/height_ members
- No issues found - dimension handling is fully dynamic and robust
## Files Changed
- tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls
- src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time()
- src/gpu/effect.cc: Check sequence end time in update_active_list()
- assets/demo.seq: Comprehensive syntax and effect documentation
- Generated files updated (timeline.cc, assets_data.cc, music_data.cc)
This work establishes a more flexible sequencing system and provides
developers with clear documentation for authoring demo timelines.
handoff(Claude): Optional sequence end times implemented, effect documentation
complete, dimension handling verified. Ready for next phase of development.
Diffstat (limited to 'src/audio/jittered_audio_backend.h')
| -rw-r--r-- | src/audio/jittered_audio_backend.h | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/src/audio/jittered_audio_backend.h b/src/audio/jittered_audio_backend.h new file mode 100644 index 0000000..e0ce9d7 --- /dev/null +++ b/src/audio/jittered_audio_backend.h @@ -0,0 +1,51 @@ +// This file is part of the 64k demo project. +// It implements a test backend that simulates jittered audio consumption. +// Useful for stress-testing ring buffer under realistic timing conditions. + +#pragma once + +#if !defined(STRIP_ALL) + +#include "audio_backend.h" +#include <atomic> +#include <thread> + +// Simulates a real audio device with timing jitter and variable chunk sizes +class JitteredAudioBackend : public AudioBackend { + public: + JitteredAudioBackend(); + ~JitteredAudioBackend() override; + + void init() override; + void start() override; + void shutdown() override; + + // Control simulation + void set_jitter_amount(float jitter_ms); // Random jitter in ms (default: 5ms) + void set_base_interval(float interval_ms); // Base interval between reads (default: 10ms) + void set_chunk_size_range(int min_frames, int max_frames); // Variable chunk sizes + + // Query state + int get_total_frames_consumed() const { return total_frames_consumed_.load(); } + int get_underrun_count() const { return underrun_count_.load(); } + bool is_running() const { return running_.load(); } + + private: + void audio_thread_loop(); + + std::thread audio_thread_; + std::atomic<bool> running_; + std::atomic<bool> should_stop_; + + // Configuration + float jitter_ms_; + float base_interval_ms_; + int min_chunk_frames_; + int max_chunk_frames_; + + // Statistics + std::atomic<int> total_frames_consumed_; + std::atomic<int> underrun_count_; // How many times buffer was empty +}; + +#endif /* !defined(STRIP_ALL) */ |
