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// This file is part of the 64k demo project.
// AudioEngine implementation.
#include "audio_engine.h"
#include "util/debug.h"
#include <cstring>
void AudioEngine::init() {
if (initialized_) {
return;
}
// Initialize in correct order (synth first, then tracker)
synth_init();
resource_mgr_.init();
tracker_init();
// Initialize sample-to-synth-id mapping
for (int i = 0; i < MAX_SPECTROGRAM_RESOURCES; ++i) {
sample_to_synth_id_[i] = -1;
}
current_time_ = 0.0f;
initialized_ = true;
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Initialized\n");
#endif
}
void AudioEngine::shutdown() {
if (!initialized_) {
return;
}
resource_mgr_.shutdown();
synth_shutdown();
initialized_ = false;
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Shutdown\n");
#endif
}
void AudioEngine::reset() {
if (!initialized_) {
return;
}
synth_init(); // Re-init synth (clears all state)
::tracker_init(); // Re-register all spectrograms (synth slots now clean)
resource_mgr_.reset();
// Clear sample-to-synth mapping
for (int i = 0; i < MAX_SPECTROGRAM_RESOURCES; ++i) {
sample_to_synth_id_[i] = -1;
}
current_time_ = 0.0f;
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Reset\n");
#endif
}
void AudioEngine::load_music_data(const TrackerScore* score,
const NoteParams* samples,
const AssetId* sample_assets,
uint32_t sample_count) {
// Register sample metadata (lazy loading - don't load yet!)
for (uint32_t i = 0; i < sample_count; ++i) {
if (sample_assets[i] != AssetId::ASSET_LAST_ID) {
resource_mgr_.register_asset(i, sample_assets[i]);
} else {
resource_mgr_.register_procedural(i, samples[i]);
}
}
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Loaded music data: %u samples\n", sample_count);
#endif
}
void AudioEngine::update(float music_time, float dt) {
current_time_ = music_time;
// Pre-warm samples needed in next 2 seconds (lazy loading strategy)
// TODO: Implement pre-warming based on upcoming pattern triggers
// Update tracker (triggers events)
tracker_update(music_time, dt);
}
void AudioEngine::render(float* output_buffer, int num_frames) {
synth_render(output_buffer, num_frames);
}
int AudioEngine::get_active_voice_count() const {
return synth_get_active_voice_count();
}
void AudioEngine::tracker_reset() {
::tracker_reset();
}
void AudioEngine::trigger_sample(int sample_id, float volume, float pan) {
// Load resource on-demand if not cached
const Spectrogram* spec = resource_mgr_.get_or_load(sample_id);
if (spec == nullptr) {
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine ERROR] Failed to load sample_id=%d\n", sample_id);
#endif
return;
}
// Register with synth (lazy registration)
const int synth_id = get_or_register_synth_id(sample_id);
if (synth_id == -1) {
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO(
"[AudioEngine ERROR] Failed to register sample_id=%d with synth\n",
sample_id);
#endif
return;
}
// Trigger voice
synth_trigger_voice(synth_id, volume, pan);
}
int AudioEngine::get_or_register_synth_id(int sample_id) {
if (sample_id < 0 || sample_id >= MAX_SPECTROGRAM_RESOURCES) {
return -1;
}
// Already registered?
if (sample_to_synth_id_[sample_id] != -1) {
return sample_to_synth_id_[sample_id];
}
// Get resource (should already be loaded by trigger_sample)
const Spectrogram* spec = resource_mgr_.get_spectrogram(sample_id);
if (spec == nullptr) {
return -1;
}
// Register with synth
const int synth_id = synth_register_spectrogram(spec);
sample_to_synth_id_[sample_id] = synth_id;
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Registered sample_id=%d → synth_id=%d\n",
sample_id, synth_id);
#endif
return synth_id;
}
#if !defined(STRIP_ALL)
void AudioEngine::seek(float target_time) {
if (!initialized_) {
return;
}
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Seeking to t=%.3fs (from t=%.3fs)\n", target_time,
current_time_);
#endif
// 1. Reset synth state (clear all active voices)
synth_init();
// 2. Re-init tracker: re-registers all spectrograms with now-clean synth slots
::tracker_init();
// 3. Clear sample-to-synth mapping (will be re-registered on demand)
for (int i = 0; i < MAX_SPECTROGRAM_RESOURCES; ++i) {
sample_to_synth_id_[i] = -1;
}
// 4. Simulate tracker up to target time (without audio)
const float dt = 0.1f;
for (float t = 0.0f; t < target_time; t += dt) {
tracker_update(t, 0.0f);
}
// 6. Final update at exact target time
tracker_update(target_time, 0.0f);
current_time_ = target_time;
#if defined(DEBUG_LOG_AUDIO)
DEBUG_AUDIO("[AudioEngine] Seek complete, loaded samples: %d\n",
resource_mgr_.get_loaded_count());
#endif
}
#endif /* !defined(STRIP_ALL) */
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