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Fix high pitch noise in SDL
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a91092401d
commit
6f78cc0338
16
main_sdl.c
16
main_sdl.c
@ -33,8 +33,8 @@
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#define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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#define SFG_SCREEN_RESOLUTION_X 88
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#define SFG_SCREEN_RESOLUTION_Y 110
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// #define SFG_SCREEN_RESOLUTION_X 88
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// #define SFG_SCREEN_RESOLUTION_Y 110
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// #define SFG_SCREEN_RESOLUTION_X 80
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// #define SFG_SCREEN_RESOLUTION_Y 64
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@ -294,14 +294,12 @@ typedef void (*em_callback_func)(void);
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void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
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#endif
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#define AUDIO_ZERO 32768
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uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT];
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uint16_t audioPos = 0;
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static inline uint16_t mixSamples(uint16_t sample1, uint16_t sample2)
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{
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return (sample1 >> 1) + (sample2 >> 1);
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return (sample1 + sample2) >> 1; //(sample1 >> 1) + (sample2 >> 1);
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}
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uint8_t musicOn = 1;
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@ -316,7 +314,7 @@ void audioFillCallback(void *userdata, uint8_t *s, int l)
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mixSamples(audioBuff[audioPos],SFG_getNextMusicSample() << MUSIC_VOLUME) :
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audioBuff[audioPos];
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audioBuff[audioPos] = AUDIO_ZERO;
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audioBuff[audioPos] = 0;
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audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0;
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}
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}
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@ -330,7 +328,7 @@ void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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uint16_t pos = audioPos;
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uint8_t volumeShift = 15 - volume / 16;
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uint16_t baseLevel = AUDIO_ZERO - (0x8000 >> volumeShift);
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uint16_t baseLevel = -1 * (0x8000 >> volumeShift);
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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{
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@ -421,7 +419,7 @@ int main(int argc, char *argv[])
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SDL_memset(&audioSpec, 0, sizeof(audioSpec));
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audioSpec.callback = audioFillCallback;
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audioSpec.freq = 8000;
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audioSpec.format = AUDIO_U16;
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audioSpec.format = AUDIO_S16;
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audioSpec.channels = 1;
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#ifdef __EMSCRIPTEN__
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audioSpec.samples = 1024;
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@ -433,7 +431,7 @@ int main(int argc, char *argv[])
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puts("SDL: could not initialize audio");
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for (int16_t i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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audioBuff[i] = AUDIO_ZERO;
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audioBuff[i] = 0;
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SDL_PauseAudio(0);
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