diff options
Diffstat (limited to 'src/main.cc')
| -rw-r--r-- | src/main.cc | 32 |
1 files changed, 20 insertions, 12 deletions
diff --git a/src/main.cc b/src/main.cc index 1f9e235..2d630ac 100644 --- a/src/main.cc +++ b/src/main.cc @@ -123,27 +123,28 @@ int main(int argc, char** argv) { int beat_count = 0; auto update_game_logic = [&](double t) { - // Variable tempo test: Accelerate and decelerate based on physical time - // Phase 1 (0-10s): Steady at 1.0x - // Phase 2 (10-15s): Accelerate from 1.0x to 2.0x - // Phase 3 (15-20s): Reset to 1.0x (with denser patterns in track) - // Phase 4 (20-25s): Decelerate from 1.0x to 0.5x - // Phase 5 (25s+): Reset to 1.0x (back to normal) + // Variable tempo system - acceleration phases for demo effect + // Phase 1 (0-5s): Steady 1.0x + // Phase 2 (5-10s): Steady 1.0x + // Phase 3 (10-15s): Accelerate from 1.0x to 2.0x + // Phase 4 (15-20s): Steady 1.0x (reset after acceleration) + // Phase 5 (20-25s): Decelerate from 1.0x to 0.5x + // Phase 6 (25s+): Steady 1.0x (reset after deceleration) const float prev_tempo = g_tempo_scale; if (t < 10.0) { - g_tempo_scale = 1.0f; // Phase 1: Steady + g_tempo_scale = 1.0f; // Steady at start } else if (t < 15.0) { - // Phase 2: Linear acceleration + // Phase 3: Linear acceleration const float progress = (float)(t - 10.0) / 5.0f; g_tempo_scale = 1.0f + progress * 1.0f; // 1.0 → 2.0 } else if (t < 20.0) { - g_tempo_scale = 1.0f; // Phase 3: Reset to normal + g_tempo_scale = 1.0f; // Reset to normal } else if (t < 25.0) { - // Phase 4: Linear deceleration + // Phase 5: Linear deceleration const float progress = (float)(t - 20.0) / 5.0f; g_tempo_scale = 1.0f - progress * 0.5f; // 1.0 → 0.5 } else { - g_tempo_scale = 1.0f; // Phase 5: Reset to normal + g_tempo_scale = 1.0f; // Reset to normal } #if !defined(STRIP_ALL) @@ -183,7 +184,9 @@ int main(int argc, char** argv) { tracker_update(g_music_time); // Fill ring buffer with upcoming audio (look-ahead rendering) - audio_render_ahead(g_music_time, dt); + // CRITICAL: Scale dt by tempo to render enough audio during acceleration/deceleration + // At 2.0x tempo, we consume 2x audio per physical second, so we must render 2x per frame + audio_render_ahead(g_music_time, dt * g_tempo_scale); }; #if !defined(STRIP_ALL) @@ -203,6 +206,11 @@ int main(int argc, char** argv) { } #endif /* !defined(STRIP_ALL) */ + // PRE-FILL: Fill ring buffer with initial 200ms before starting audio device + // This prevents underrun on first callback + tracker_update(g_music_time); + audio_render_ahead(g_music_time, 1.0f / 60.0f); // Fill buffer with lookahead + // Start audio (or render to WAV file) audio_start(); |
