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-rw-r--r--src/main.cc32
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();