diff options
Diffstat (limited to 'src/audio/audio.cc')
| -rw-r--r-- | src/audio/audio.cc | 29 |
1 files changed, 18 insertions, 11 deletions
diff --git a/src/audio/audio.cc b/src/audio/audio.cc index 0407fb3..b00d416 100644 --- a/src/audio/audio.cc +++ b/src/audio/audio.cc @@ -21,7 +21,7 @@ static AudioRingBuffer g_ring_buffer; // Maximum size: one chunk (533 frames @ 60fps = 1066 samples stereo) #define MAX_PENDING_SAMPLES 2048 static float g_pending_buffer[MAX_PENDING_SAMPLES]; -static int g_pending_samples = 0; // How many samples are waiting to be written +static int g_pending_samples = 0; // How many samples are waiting to be written // Global backend pointer for audio abstraction static AudioBackend* g_audio_backend = nullptr; @@ -59,7 +59,8 @@ int register_spec_asset(AssetId id) { void audio_init() { // Note: synth_init() must be called separately before using audio system. - // In production code, use AudioEngine::init() which manages initialization order. + // In production code, use AudioEngine::init() which manages initialization + // order. // Clear pending buffer g_pending_samples = 0; @@ -83,21 +84,22 @@ void audio_start() { void audio_render_ahead(float music_time, float dt) { // Target: maintain look-ahead buffer - const float target_lookahead = - (float)RING_BUFFER_LOOKAHEAD_MS / 1000.0f; + const float target_lookahead = (float)RING_BUFFER_LOOKAHEAD_MS / 1000.0f; // Render in small chunks to keep synth time synchronized with tracker // Chunk size: one frame's worth of audio (~16.6ms @ 60fps) const int chunk_frames = (int)(dt * RING_BUFFER_SAMPLE_RATE); const int chunk_samples = chunk_frames * RING_BUFFER_CHANNELS; - if (chunk_frames <= 0) return; + if (chunk_frames <= 0) + return; // Keep rendering small chunks until buffer is full enough while (true) { // First, try to flush any pending samples from previous partial writes if (g_pending_samples > 0) { - const int written = g_ring_buffer.write(g_pending_buffer, g_pending_samples); + const int written = + g_ring_buffer.write(g_pending_buffer, g_pending_samples); if (written > 0) { // Some or all samples were written @@ -119,16 +121,19 @@ void audio_render_ahead(float music_time, float dt) { } // If still have pending samples, buffer is full - wait for consumption - if (g_pending_samples > 0) break; + if (g_pending_samples > 0) + break; } // Check current buffer state const int buffered_samples = g_ring_buffer.available_read(); const float buffered_time = - (float)buffered_samples / (RING_BUFFER_SAMPLE_RATE * RING_BUFFER_CHANNELS); + (float)buffered_samples / + (RING_BUFFER_SAMPLE_RATE * RING_BUFFER_CHANNELS); // Stop if buffer is full enough - if (buffered_time >= target_lookahead) break; + if (buffered_time >= target_lookahead) + break; // Check available space and render chunk that fits const int available_space = g_ring_buffer.available_write(); @@ -139,7 +144,8 @@ void audio_render_ahead(float music_time, float dt) { // Determine how much we can actually render // Render the smaller of: desired chunk size OR available space - const int actual_samples = (available_space < chunk_samples) ? available_space : chunk_samples; + const int actual_samples = + (available_space < chunk_samples) ? available_space : chunk_samples; const int actual_frames = actual_samples / RING_BUFFER_CHANNELS; // Allocate temporary buffer (stereo) @@ -172,7 +178,8 @@ void audio_render_ahead(float music_time, float dt) { delete[] temp_buffer; // If we couldn't write everything, stop and retry next frame - if (written < actual_samples) break; + if (written < actual_samples) + break; } } |
