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Fix xfading issues

This commit is contained in:
Bad Diode 2023-10-10 16:06:17 +02:00
parent 64d89a56f4
commit 8c9bc91b59
2 changed files with 5 additions and 20 deletions

View file

@ -16,7 +16,6 @@
|0000
@progress0 $1
@progress1 $1
@progress2 $1
@progress3 $1
@ -31,6 +30,7 @@
( vectors )
;on-frame .Screen/vector DEO2
;on-button .Controller/vector DEO2
#0000 .Audio1/vector DEO2
;on-audio1 .Audio1/vector DEO2
;on-audio2 .Audio2/vector DEO2
;on-audio3 .Audio3/vector DEO2
@ -44,7 +44,6 @@
#f0 .Audio0/decay DEO
#ff .Audio0/sustain DEO
#1e .Audio0/release DEO
#00e8 .Audio0/duration DEO2
;sine .Audio1/addr DEO2
#0054 .Audio1/length DEO2
@ -71,7 +70,7 @@
#f0 .Audio3/decay DEO
#00 .Audio3/sustain DEO
#1e .Audio3/release DEO
#03e0 .Audio3/duration DEO2
#00e8 .Audio3/duration DEO2
BRK
@on-button ( -> )
@ -84,16 +83,6 @@ BRK
#3c .Audio0/pitch DEO
BRK
@on-audio0 ( -> )
( load next note )
.progress0 LDZ
( increment note counter )
DUP INC #1f AND .progress0 STZ
( play note )
GET-NOTE
.Audio0/pitch DEO
BRK
@on-audio1 ( -> )
( load next note )
.progress1 LDZ

View file

@ -2612,19 +2612,16 @@ audio_handler(void *ctx, Uint8 *out_stream, int len) {
Uint8 *addr = &u->dev[device];
if (channel[n].duration <= 0 && PEEK2(addr)) {
uxn_eval(u, PEEK2(addr));
// printf("EVAL: %x\n", device);
// printf("ADDR: %x\n", PEEK2(addr));
// printf("----\n");
}
channel[n].duration -= SOUND_TIMER;
int x = 0;
if (channel[n].xfade) {
float delta = 1.0f / (XFADE_SAMPLES);
while (x < XFADE_SAMPLES * 2 && x < len / 2) {
float delta = 1.0f / (XFADE_SAMPLES * 2);
while (x < XFADE_SAMPLES * 2) {
float alpha = x * delta;
float beta = 1.0f - alpha;
Sint16 next_a = next_a = next_sample(&channel[n].next_sample);
Sint16 next_a = next_sample(&channel[n].next_sample);
Sint16 next_b = 0;
if (channel[n].sample.data != 0) {
next_b = next_sample(&channel[n].sample);
@ -2637,7 +2634,6 @@ audio_handler(void *ctx, Uint8 *out_stream, int len) {
channel[n].xfade = false;
}
Sample *sample = &channel[n].sample;
int direction = 1;
while (x < len / 2) {
if (sample->data == 0) {
break;