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soundchip.js
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soundchip.js
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"use strict";
import * as utils from './utils.js';
export function SoundChip(sampleRate) {
var cpuFreq = 1 / (2 * 1000 * 1000); // TODO hacky here
// 4MHz input signal. Internal divide-by-8
var soundchipFreq = 4000000.0 / 8;
// Square wave changes every time a counter hits zero. Thus a full wave
// needs to be 2x counter zeros.
var waveDecrementPerSecond = soundchipFreq / 2;
// Each sample in the buffer represents (1/sampleRate) time, so each time
// we generate a sample, we need to decrement the counters by this amount:
var sampleDecrement = waveDecrementPerSecond / sampleRate;
// How many samples are generated per CPU cycle.
var samplesPerCycle = sampleRate * cpuFreq;
var minCyclesWELow = 14; // Somewhat empirically derived; Repton 2 has only 14 cycles between WE low and WE high (@0x2caa)
var register = [0, 0, 0, 0];
this.registers = register; // for debug
var counter = [0, 0, 0, 0];
var outputBit = [false, false, false, false];
var volume = [0, 0, 0, 0];
this.volume = volume; // for debug
var generators = [null, null, null, null, null];
var volumeTable = [];
var f = 1.0;
var i;
for (i = 0; i < 16; ++i) {
volumeTable[i] = f / generators.length; // Bakes in the per channel volume
f *= Math.pow(10, -0.1);
}
volumeTable[15] = 0;
var sineTableSize = 8192;
var sineTable = [];
for (i = 0; i < sineTableSize; ++i) {
sineTable[i] = Math.sin(2 * Math.PI * i / sineTableSize) / generators.length;
}
var sineStep = 0;
var sineOn = false;
var sineTime = 0;
function sineChannel(channel, out, offset, length) {
if (!sineOn) {
return;
}
for (var i = 0; i < length; ++i) {
out[i + offset] += sineTable[sineTime & (sineTableSize - 1)];
sineTime += sineStep;
}
while (sineTime > sineTableSize) sineTime -= sineTableSize;
}
this.toneGenerator = {
mute: function () {
catchUp();
sineOn = false;
},
tone: function (freq) {
catchUp();
sineOn = true;
sineStep = (freq / sampleRate) * sineTableSize;
}
};
function toneChannel(channel, out, offset, length) {
var i;
var reg = register[channel], vol = volume[channel];
if (reg === 0) reg = 1024;
for (i = 0; i < length; ++i) {
counter[channel] -= sampleDecrement;
if (counter[channel] < 0) {
counter[channel] += reg;
if (counter[channel] < 0)
counter[channel] = 0;
outputBit[channel] = !outputBit[channel];
}
out[i + offset] += (outputBit[channel] * vol);
}
}
var lfsr = 0;
function shiftLfsrWhiteNoise() {
var bit = (lfsr & 1) ^ ((lfsr & (1 << 1)) >>> 1);
lfsr = (lfsr >>> 1) | (bit << 14);
}
function shiftLfsrPeriodicNoise() {
lfsr >>= 1;
if (lfsr === 0) lfsr = 1 << 14;
}
var shiftLfsr = shiftLfsrWhiteNoise;
function noisePoked() {
shiftLfsr = register[3] & 4 ? shiftLfsrWhiteNoise : shiftLfsrPeriodicNoise;
lfsr = 1 << 14;
}
function addFor(channel) {
channel = channel | 0;
switch (register[channel] & 3) {
case 0:
return 0x10;
case 1:
return 0x20;
case 2:
return 0x40;
case 3:
return register[channel - 1];
}
}
function noiseChannel(channel, out, offset, length) {
var add = addFor(channel), vol = volume[channel];
for (var i = 0; i < length; ++i) {
counter[channel] -= sampleDecrement;
if (counter[channel] < 0) {
counter[channel] += add;
if (counter[channel] < 0)
counter[channel] = 0;
outputBit[channel] = !outputBit[channel];
if (outputBit[channel]) shiftLfsr();
}
out[i + offset] += ((lfsr & 1) * vol);
}
}
this.debugPokeAll = (c0, v0, c1, v1, c2, v2, c3, v3) => {
catchUp();
this.registers[0] = c0 & 0xffffff;
this.registers[1] = c1 & 0xffffff;
this.registers[2] = c2 & 0xffffff;
this.registers[3] = c3 & 0xffffff;
volume[0] = volumeTable[v0];
volume[1] = volumeTable[v1];
volume[2] = volumeTable[v2];
volume[3] = volumeTable[v3];
noisePoked();
}
var enabled = true;
function generate(out, offset, length) {
offset = offset | 0;
length = length | 0;
var i;
for (i = 0; i < length; ++i) {
out[i + offset] = 0.0;
}
if (!enabled) return;
for (i = 0; i < generators.length; ++i) {
generators[i](i, out, offset, length);
}
}
var scheduler = {epoch: 0};
var lastRunEpoch = 0;
function catchUp() {
var cyclesPending = scheduler.epoch - lastRunEpoch;
if (cyclesPending > 0) {
advance(cyclesPending);
}
lastRunEpoch = scheduler.epoch;
}
var activeTask = null;
this.setScheduler = function (scheduler_) {
scheduler = scheduler_;
lastRunEpoch = scheduler.epoch;
activeTask = scheduler.newTask(function () {
if (this.active) {
poke(this.slowDataBus);
}
}.bind(this));
};
var residual = 0;
var position = 0;
var maxBufferSize = 4096;
var buffer;
if (typeof Float64Array !== "undefined") {
buffer = new Float64Array(maxBufferSize);
} else {
buffer = new Float32Array(maxBufferSize);
}
function render(out, offset, length) {
catchUp();
var fromBuffer = position > length ? length : position;
for (var i = 0; i < fromBuffer; ++i) {
out[offset + i] = buffer[i];
}
offset += fromBuffer;
length -= fromBuffer;
for (i = fromBuffer; i < position; ++i) {
buffer[i - fromBuffer] = buffer[i];
}
position -= fromBuffer;
if (length !== 0) {
generate(out, offset, length);
}
}
function advance(time) {
var num = time * samplesPerCycle + residual;
var rounded = num | 0;
residual = num - rounded;
if (position + rounded >= maxBufferSize) {
rounded = maxBufferSize - position;
}
if (rounded === 0) return;
generate(buffer, position, rounded);
position += rounded;
}
var latchedRegister = 0;
function poke(value) {
catchUp();
var command;
var channel;
if (value & 0x80) {
latchedRegister = (value & 0x70);
command = (value & 0xF0);
} else {
command = latchedRegister;
}
channel = ((command >> 5) & 0x03);
if (command & 0x10) {
// Volume setting
var newVolume = value & 0x0f;
volume[channel] = volumeTable[newVolume];
} else if (channel === 3) {
// For noise channel we always update the bottom bits.
register[channel] = value & 0x0f;
noisePoked();
} else if (command & 0x80) {
// Low period bits.
register[channel] = (register[channel] & ~0x0f) | (value & 0x0f);
} else {
// High period bits.
register[channel] = (register[channel] & 0x0f) | ((value & 0x3f) << 4);
}
}
for (i = 0; i < 3; ++i) {
generators[i] = toneChannel;
}
generators[3] = noiseChannel;
generators[4] = sineChannel;
this.render = render;
this.active = false;
this.slowDataBus = 0;
this.updateSlowDataBus = function (slowDataBus, active) {
this.slowDataBus = slowDataBus;
this.active = active;
// TODO: this probably isn't modeled correctly. Currently the
// sound chip "notices" a new data bus value some fixed number of
// cycles after WE (write enable) is triggered.
// In reality, the sound chip likely pulls data off the bus at a
// fixed point in its cycle, iff WE is active.
if (active) {
activeTask.ensureScheduled(true, minCyclesWELow);
}
};
this.reset = function (hard) {
if (!hard) return;
for (var i = 0; i < 4; ++i) {
counter[i] = 0;
register[i] = 0;
volume[i] = 0; // ideally this would be volumeTable[0] to get the "boo" of "boo...beep". But startup issues make the "boo" all clicky.
}
noisePoked();
advance(100000);
this.setScheduler(scheduler);
};
this.enable = function (e) {
enabled = e;
};
this.mute = function () {
enabled = false;
};
this.unmute = function () {
enabled = true;
};
}
export function FakeSoundChip() {
this.reset = this.enable = this.mute = this.unmute = this.render = this.updateSlowDataBus = this.setScheduler = utils.noop;
this.toneGenerator = this;
}