Improve sdl audio

This commit is contained in:
Miloslav Číž 2020-10-25 19:20:03 +01:00
parent 8b0e095272
commit 2279e01ea5
1 changed files with 9 additions and 4 deletions

View File

@ -302,7 +302,8 @@ void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infin
#endif
uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT];
uint16_t audioPos = 0;
uint16_t audioPos = 0; // audio position for the next audio buffer fill
uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened
static inline int16_t mixSamples(int16_t sample1, int16_t sample2)
{
@ -326,6 +327,8 @@ void audioFillCallback(void *userdata, uint8_t *s, int l)
audioBuff[audioPos] = 0;
audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0;
}
audioUpdateFrame = SFG_game.frame;
}
void SFG_setMusic(uint8_t value)
@ -341,7 +344,9 @@ void SFG_setMusic(uint8_t value)
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
uint16_t pos = audioPos;
uint16_t pos = audioPos +
((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8);
uint16_t volumeScale = 1 << (volume / 37);
for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
@ -403,6 +408,8 @@ int main(int argc, char *argv[])
return 0;
}
SFG_init();
puts("SDL: initializing SDL");
window =
@ -463,8 +470,6 @@ int main(int argc, char *argv[])
SDL_ShowCursor(0);
SFG_init();
SDL_PumpEvents();
SDL_WarpMouseInWindow(window,