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https://github.com/usatiuk/cardboy.git
synced 2025-10-28 15:17:48 +01:00
bad sound in correct place
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@@ -306,6 +306,34 @@ public:
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gb_run_frame(&gb);
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GB_PERF_ONLY(perf.runUs = nowMicros() - runStartUs;)
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{
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uint32_t freqHz = 0;
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uint8_t loud = 0;
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if (apu.computeEffectiveTone(freqHz, loud)) {
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// Basic smoothing: if freq didn't change much, keep it; otherwise snap quickly
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const uint32_t prev = lastFreqHz;
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if (prev != 0 && freqHz != 0) {
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const uint32_t diff = (prev > freqHz) ? (prev - freqHz) : (freqHz - prev);
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if (diff < 15) {
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freqHz = prev; // minor jitter suppression
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++stableFrames;
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} else {
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stableFrames = 0;
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}
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} else {
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stableFrames = 0;
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}
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lastFreqHz = freqHz;
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lastLoud = loud;
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const uint32_t durMs = 16;
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playTone(freqHz, durMs, 0);
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} else {
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lastFreqHz = 0;
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lastLoud = 0;
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// Don't enqueue anything; queue naturally drains and buzzer stops
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}
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}
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GB_PERF_ONLY(const uint64_t renderStartUs = nowMicros();)
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renderGameFrame();
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GB_PERF_ONLY(perf.renderUs = nowMicros() - renderStartUs;)
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@@ -1926,35 +1954,6 @@ private:
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drawLineOriginal(*self, pixels, static_cast<int>(line));
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break;
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}
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// Simple per-scanline hook: at end of last line, decide tone for the frame.
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if (line + 1 == LCD_HEIGHT) {
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uint32_t freqHz = 0;
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uint8_t loud = 0;
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if (self->apu.computeEffectiveTone(freqHz, loud)) {
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// Basic smoothing: if freq didn't change much, keep it; otherwise snap quickly
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const uint32_t prev = self->lastFreqHz;
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if (prev != 0 && freqHz != 0) {
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const uint32_t diff = (prev > freqHz) ? (prev - freqHz) : (freqHz - prev);
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if (diff < 15) {
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freqHz = prev; // minor jitter suppression
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++self->stableFrames;
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} else {
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self->stableFrames = 0;
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}
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} else {
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self->stableFrames = 0;
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}
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self->lastFreqHz = freqHz;
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self->lastLoud = loud;
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const uint32_t durMs = 17;
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self->playTone(freqHz, durMs, 0);
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} else {
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self->lastFreqHz = 0;
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self->lastLoud = 0;
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// Don't enqueue anything; queue naturally drains and buzzer stops
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}
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}
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}
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static const char* initErrorToString(enum gb_init_error_e err) {
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