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https://github.com/bryanthaboi/gen1recomp.git
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map stutter p2
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@@ -0,0 +1,96 @@
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-- ChipAudio synthesis worker (love.thread). Runs the Game Boy audio synth
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-- (src/core/ChipSynth.lua) off the main thread so a map/battle song change
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-- never stutters the render thread: filling the ~6s playback queue from
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-- scratch is ~200ms of Lua synthesis, and this is where it now happens.
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--
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-- Protocol -- main thread pushes command tables onto the "chipaudio_cmd"
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-- channel and drains produced buffers off "chipaudio_out":
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-- cmd = "play" { gen, header, allowLoops, audio } start a song
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-- cmd = "stop" halt production
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-- cmd = "invalidate" drop the bank cache
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-- cmd = "quit" end the thread
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-- out buffers are tagged with the play's `gen` so the main thread can
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-- discard anything left over from a superseded song:
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-- { gen, sd = SoundData } one rendered buffer
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-- { gen, done = true } the song ended (non-looping jingle finished)
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-- { gen, error = msg } build/synth failed; main logs and gives up
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require("love.thread")
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require("love.timer")
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require("love.sound")
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require("love.filesystem")
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-- Load the synth explicitly via love.filesystem (a fresh thread Lua state does
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-- not necessarily carry the package searcher that resolves "src.core..."):
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local ChipSynth = assert(love.filesystem.load("src/core/ChipSynth.lua"))()
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local cmdCh = love.thread.getChannel("chipaudio_cmd")
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local outCh = love.thread.getChannel("chipaudio_out")
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local BUF = ChipSynth.MUSIC_BUFFER_SAMPLES
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-- how many finished buffers may sit in the hand-off channel before the worker
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-- pauses. The deep (~6s) playback depth lives in the main-thread Source; this
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-- only bounds the worker's look-ahead (and its memory) between drains.
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local LOOKAHEAD = 8
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local gen = nil -- active song generation, or nil when stopped
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local engine = nil -- the ChipSynth engine producing the current song
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local finished = false -- the current song ran out (non-looping)
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local data = nil -- { audio = <slim audio tables> } for ROM bank/wave reads
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local function handle(cmd)
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if cmd.cmd == "play" then
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gen = cmd.gen
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finished = false
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engine = nil
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outCh:clear() -- drop any buffers left from the previous song
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data = { audio = cmd.audio }
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local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
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{ allowLoops = cmd.allowLoops })
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if ok then
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engine = eng
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else
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outCh:push({ gen = gen, error = tostring(eng) })
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finished = true
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end
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elseif cmd.cmd == "stop" then
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gen = nil
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engine = nil
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finished = false
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outCh:clear()
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elseif cmd.cmd == "invalidate" then
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ChipSynth.invalidateBanks()
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elseif cmd.cmd == "quit" then
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return true
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end
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return false
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end
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while true do
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-- drain every pending command first, so a stop/new-play is seen promptly
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local quit = false
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local cmd = cmdCh:pop()
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while cmd do
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if handle(cmd) then quit = true end
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cmd = cmdCh:pop()
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end
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if quit then break end
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if engine and not finished and gen and outCh:getCount() < LOOKAHEAD then
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local activeGen = gen
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local ok, sd = pcall(ChipSynth.soundData, engine, BUF, 2)
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if not ok then
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outCh:push({ gen = activeGen, error = tostring(sd) })
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finished = true
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else
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outCh:push({ gen = activeGen, sd = sd })
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if engine:finished() then
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outCh:push({ gen = activeGen, done = true })
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finished = true
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end
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end
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else
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-- nothing to do (idle, or the look-ahead is full): yield the core
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love.timer.sleep(0.001)
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end
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end
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