TODO.md carried two records in one file: what had been done, with the measurements behind it, and what was left. The second half is what a tracker is for, and keeping it here has already cost something -- AGENTS.md records a round where eleven entries described code that had already changed, and this file admitted to three more. Every open item is now an issue on source.starfort.tech/andrew/libakgl, labelled by kind and blast radius and milestoned by what it can land in: 0.9.x for anything that breaks no ABI, 0.10.0 for new or changed public symbols, 1.0.0 for the design work. Four are epics: the performance plan (#60), coverage (#61), actor rotation (#62), and the false header comments (#63). Verified against the tree before filing rather than transcribed. Three entries were already fixed and were not filed: the akgl_path_relative context leak, the akgl_draw_background test extension, and the SDL enumeration audit -- keyboards, gamepads and mappings are all freed in CLEANUP today. Two were reworded because the code had moved: the fonts item is a missing teardown entry point rather than a missing API, since akgl_text_unloadallfonts exists, and draw_world's tilemap call is already bounded by numlayers, so only the per-layer actor rescan remains. TODO.md keeps the part a tracker has no place for: why a decision went the way it did, what the measurement was, and which arguments turned out to be wrong. TODO.txt is deleted. Four of its eight entries had shipped -- actor-to-actor collision, actor-to-world collision, automatic facing, image layers -- and the four that had not are #74 through #77, with the GPU renderer's research links kept because that is the part that took the time. Every reference that named an item number or a moved section is repointed, in the manual, the headers, the tests and the examples. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
338 lines
15 KiB
Markdown
338 lines
15 KiB
Markdown
# 18. Audio
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**There are two audio subsystems in libakgl and they have nothing to do with each other.**
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Not two layers, not two APIs over one engine — two unrelated things that happen to make
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sound. Knowing which one you are in is most of using either.
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| | Three-voice synthesizer | The asset path |
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|---|---|---|
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| Header | `audio.h` | `assets.h` |
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| Functions | 10 | 1 |
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| Whose code | **libakgl's own, in full** | SDL3_mixer's, wrapped |
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| Reads a file | Never | Always |
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| Device | Its own `SDL_AudioStream`, opened by `akgl_audio_init` | The `MIX_Mixer` created by `akgl_game_init` |
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| Globals | `akgl_audio_voices[3]` | `akgl_mixer`, `akgl_bgm`, `akgl_tracks[64]` |
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| Vocabulary | Notes: waveform, frequency, envelope | Recordings: load, track, play |
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The first half of this chapter documents the synthesizer completely, because it is ours. The
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second half is one function and a link, because the decoding, the formats, the mixers and
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the tracks all belong to
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[SDL3_mixer](https://wiki.libsdl.org/SDL3_mixer/) and are documented there.
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## Part 1 — the three-voice synthesizer
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### Where the design comes from
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The vocabulary is not invented. Every entry point maps onto a Commodore 128 BASIC 7.0
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statement, and **the waveform enum values are literally the numbers `SOUND` takes**:
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```c excerpt=include/akgl/audio.h
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typedef enum {
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AKGL_AUDIO_WAVE_TRIANGLE = 0, /**< SOUND waveform 0. Soft, flute-like. */
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AKGL_AUDIO_WAVE_SAWTOOTH = 1, /**< SOUND waveform 1. Bright, brassy. */
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AKGL_AUDIO_WAVE_SQUARE = 2, /**< SOUND waveform 2. Hollow, reedy. The default. */
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AKGL_AUDIO_WAVE_NOISE = 3, /**< SOUND waveform 3. Unpitched; percussion. */
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AKGL_AUDIO_WAVE_SINE = 4 /**< No SOUND equivalent. A pure tone. */
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} akgl_AudioWaveform;
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```
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| BASIC 7.0 | libakgl | Notes |
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|---|---|---|
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| `SOUND v, f, d` | `akgl_audio_tone(voice, hz, ms)` | One pitch, held for a gate length |
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| `SOUND v, f, d, dir, min, step` | `akgl_audio_sweep(voice, from_hz, to_hz, step_hz, ms)` | Direction comes from the two frequencies, not from a sign |
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| `SOUND v, f, d, , , , wf` | `akgl_audio_waveform(voice, waveform)` | Same five shapes, same first four numbers |
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| `ENVELOPE n, a, d, s, r` | `akgl_audio_envelope(voice, attack, decay, sustain, release)` | Set per voice rather than per numbered preset |
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| `VOL n` | `akgl_audio_volume(level)` | Master level, 0.0 to 1.0 |
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| — | `akgl_audio_stop(voice)` | Hard cut; skips the release |
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| — | `akgl_audio_voice_active(voice, &active)` | Wait out a note without a clock |
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Three voices, because the machine this comes from had three and its music is written for
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three:
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```c excerpt=include/akgl/audio.h
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#define AKGL_AUDIO_MAX_VOICES 3
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```
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Voices are addressed from **zero** here. A language whose own voices are numbered from one
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maps them itself.
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### The vocabulary in practice
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```c
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#include <akerror.h>
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#include <akgl/audio.h>
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/* A coin pickup: a short square blip on voice 0. */
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akerr_ErrorContext *sfx_coin(void)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, akgl_audio_waveform(0, AKGL_AUDIO_WAVE_SQUARE));
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PASS(errctx, akgl_audio_envelope(0, 0, 20, 0.6f, 60));
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PASS(errctx, akgl_audio_tone(0, 1046.5f, 80));
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SUCCEED_RETURN(errctx);
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}
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/* A laser: pitch walks down from 1200 Hz to 200 Hz, 40 Hz every 1/60 s. */
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akerr_ErrorContext *sfx_laser(void)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, akgl_audio_waveform(1, AKGL_AUDIO_WAVE_SAWTOOTH));
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PASS(errctx, akgl_audio_envelope(1, 0, 0, 1.0f, 30));
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PASS(errctx, akgl_audio_sweep(1, 1200.0f, 200.0f, 40.0f, 400));
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SUCCEED_RETURN(errctx);
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}
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/* Wait for a note to finish without keeping a clock. */
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akerr_ErrorContext *sfx_still_sounding(int voice, bool *sounding)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, akgl_audio_voice_active(voice, sounding));
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SUCCEED_RETURN(errctx);
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}
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```
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`akgl_audio_waveform` and `akgl_audio_envelope` are **settings**: they persist on the voice
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across notes and take effect on the next `akgl_audio_tone`. They do not reshape a note that
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is already sounding. `akgl_audio_volume` is the exception — it is applied after the voices
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are summed, so it does take effect on notes already playing.
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**A voice you never described still makes a noise.** The table's defaults are a square wave,
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sustain 1.0, and no attack, decay or release — held at full level for as long as the gate is
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open. A *zeroed* voice would have a sustain of 0.0, which is silence, so a caller who sounded
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a note without first setting an envelope would get nothing and no error saying why. The first
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entry point to touch the table installs those defaults, whether or not a device is open.
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### The envelope and the gate
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`ms` is the length of the **gate**, not of the sound. The release runs after it, so a voice
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with a release stays audible slightly longer than `ms`:
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```text
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level
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1.0 | /\
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| / \____________
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| / : \sustain release
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sus |___/ : \________________.
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| / : :\
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0.0 |_/______:______________________________:_\______ time
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|<-A-><-D->|<------- gate (ms) -------->|<-R->|
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| |
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gate opens gate closes
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```
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Zero-length stages are skipped rather than divided by. A zero attack starts at full level; a
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zero decay drops to `sustain` at once; a zero release cuts off at once. `sustain` of 0.0 is
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legal and gives a plucked sound — audible only through its attack and decay. An attack plus
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decay longer than the gate is not an error either: the release simply starts partway up the
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ramp.
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**A voice goes quiet on its own** once gate and release are both spent. The mixer clears
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`active`, which is why `akgl_audio_voice_active` is how you wait out a note.
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### Sweeps
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`akgl_audio_sweep` steps the pitch by `step_hz` every 1/60 of a second toward `to_hz`,
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stopping when it arrives and holding there for whatever is left of the gate:
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```c excerpt=include/akgl/audio.h
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#define AKGL_AUDIO_SWEEP_TICK_HZ 60
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```
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Sixty, because the machine whose `SOUND` statement this serves advanced its sweep on a 60 Hz
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interrupt and its tunes are written for that rate. It divides the 44100 Hz sample rate
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exactly, so a step boundary always lands on a whole frame.
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**Direction comes from the two frequencies, not from the sign of `step_hz`.** A downward
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sweep is `to_hz` below `from_hz` with `step_hz` still positive; a negative or zero `step_hz`
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raises `AKERR_OUTOFBOUNDS`. Equal frequencies are legal and are simply a held tone, so a
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caller translating a statement that computes its own limits does not have to special-case
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them.
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**The step is taken on the mixer's own frame counter, and that is the whole reason this
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function exists.** A caller re-issuing tones ties audible pitch to how often it happens to
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run, so the same siren changes shape with the frame rate. Nothing outside the library can
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see that counter.
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`akgl_audio_tone` clears any sweep left on the voice — a step of 0 is what says "one pitch,
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held" — so you never have to undo one.
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### The voice table exists without a device
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`akgl_audio_voices[3]` is process-wide static storage. It is reachable, settable and
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readable before `akgl_audio_init` has ever run, and every entry point works. What you cannot
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do is set up voices with no device open and expect to *hear* them.
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That leaves two ways to get sound out, and **you must pick one**:
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```text
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Path A -- libakgl owns the device
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---------------------------------
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akgl_audio_init()
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| opens an SDL_AudioStream, F32, mono, 44100 Hz, and resumes it
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| (SDL opens devices paused; this one does not, because a caller
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| who set up a voice and heard nothing would have no error to
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| explain it)
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v
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SDL's callback thread -> akgl_audio_mix(internal buffer, <= 512 frames)
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Path B -- the host owns the device
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----------------------------------
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your own audio pipeline -> akgl_audio_mix(your buffer, frames)
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| no device is ever opened here
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```
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**Do not use both.** `akgl_audio_mix` mutates the voice table — it advances each voice's
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frame counter and clears `active` on voices that have finished — and **it does not take the
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stream lock.** Every other entry point does, when there is a stream to lock: the internal
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`lock_voices` is a no-op with no device open, which is exactly right for path B and exactly
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wrong if you mix the two. Calling `akgl_audio_mix` yourself while a device opened by
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`akgl_audio_init` is running is two threads advancing the same voices.
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Path B is what a host with its own audio pipeline wants, and it is how `tests/audio.c`
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exercises the synthesis without depending on a sound card's timing:
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```c
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#include <akerror.h>
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#include <akgl/audio.h>
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#define HOST_FRAMES 512
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/* A host that owns its own audio pipeline pulls samples itself and never
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calls akgl_audio_init. Do not do both: this path does not take the
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stream lock. */
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akerr_ErrorContext *host_fill(float32_t *dest)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, akgl_audio_mix(dest, HOST_FRAMES));
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SUCCEED_RETURN(errctx);
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}
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```
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Samples are single-precision, one channel, in the range -1.0 to 1.0. `dest` is **overwritten,
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not accumulated into**, and the frame count is trusted rather than checked against anything —
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`akgl_audio_mix` raises `AKERR_NULLPOINTER` for a `NULL` destination and `AKERR_OUTOFBOUNDS`
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for a negative count, and that is the extent of the validation. A count of 0 is a no-op.
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Three voices at full level can sum past full scale. The mix is **clamped** rather than scaled
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by the voice count, which keeps a single voice at the level it was asked for instead of a
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third of it.
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### Sample rate, mix size, and the numbers
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```c excerpt=include/akgl/audio.h
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/** @brief Sample rate of the generated stream, in frames per second. */
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#define AKGL_AUDIO_SAMPLE_RATE 44100
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/** @brief Frames the device callback generates per pass through the mixer. */
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#define AKGL_AUDIO_MIX_FRAMES 512
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```
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Durations are milliseconds everywhere in the API and frames everywhere inside it. The
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conversion truncates, so a duration under about 0.023 ms rounds to nothing. There is **no
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upper bound on frequency**: a frequency above half the sample rate aliases rather than being
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refused.
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`akgl_audio_shutdown` closes the device and resets the voice table to its defaults —
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including the master volume, back to 1.0 — so a later `akgl_audio_init` starts from a known
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state. It is safe with no device open and safe to call twice. `akgl_audio_init` is a no-op
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when a device is already open, and resets the voice table **only on the first call**, so it
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does not silence a voice that is already sounding.
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### What raises what
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| Status | When |
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|---|---|
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| `AKERR_OUTOFBOUNDS` | A voice index outside 0–2; a non-positive frequency or sweep step; a zero `ms`; a `sustain` or `volume` outside 0.0–1.0; a waveform outside the five; a negative frame count |
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| `AKERR_NULLPOINTER` | `NULL` passed to `akgl_audio_voice_active`'s `active` or `akgl_audio_mix`'s `dest` |
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| `AKGL_ERR_SDL` | `akgl_audio_init` cannot open or resume a playback device. The message carries `SDL_GetError()` |
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A zero-length tone is **refused** rather than treated as "stop", because `akgl_audio_stop`
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already means that.
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## Part 2 — the asset path
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One function:
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```c
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#include <akerror.h>
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#include <akgl/assets.h>
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#include <akgl/game.h>
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/* akgl_game_init creates akgl_mixer; this needs it. Nothing else in the
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library calls akgl_load_start_bgm, and there is no music registry entry. */
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akerr_ErrorContext *start_music(char *path)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, akgl_load_start_bgm(path));
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SUCCEED_RETURN(errctx);
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}
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```
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It loads `fname` through `akgl_mixer`, creates a `MIX_Track` for it, stores that track in
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`akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]`, publishes the audio as `akgl_bgm`, and starts
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playback.
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**Which formats work is SDL3_mixer's question, not libakgl's** — see the
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[SDL3_mixer documentation](https://wiki.libsdl.org/SDL3_mixer/). libakgl passes the path
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through verbatim; it is not resolved against `SDL_GetBasePath()`, so a relative path is
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relative to the process working directory. Loading is not deferred: `MIX_LoadAudio(..., true)`
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predecodes, so a large file costs its decode time here rather than at first play.
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`akgl_game.h` reserves slot 1 of a 64-slot track table for the music and leaves the rest to
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you:
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```c excerpt=include/akgl/game.h
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/** @brief Slot in ::akgl_tracks reserved for background music. Note that slot 0 is unused. */
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#define AKGL_GAME_AUDIO_TRACK_BGM 1
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/** @brief Size of the ::akgl_tracks table. Every simultaneous sound needs its own slot. */
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#define AKGL_GAME_AUDIO_MAX_TRACKS 64
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```
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### Four honest statements about this half
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**It requires `akgl_game_init`, not `akgl_audio_init`.** `akgl_mixer` is created by
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`akgl_game_init` at `src/game.c:250`, and it is the only place in the tree that creates it.
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`assets.h:17-18` says "`akgl_game_init` (or a bare `akgl_audio_init`) has to have run first";
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that is wrong. `akgl_audio_init` opens the *synthesizer's* `SDL_AudioStream` and never
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touches `akgl_mixer`, so calling only that leaves `akgl_load_start_bgm` handing `NULL` to
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`MIX_LoadAudio`.
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**The music does not loop.** `src/assets.c:20` initialises `bgmprops` to 0,
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`src/assets.c:43` sets `MIX_PROP_PLAY_LOOPS_NUMBER` on it, and `src/assets.c:45` plays the
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track with it. **0 is SDL's "no property set" sentinel**, not a set this function owns, so the
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write is rejected — unchecked — and the play call is given no options. The music plays once
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and stops, and `akgl_load_start_bgm` reports success either way. Issue #16; the fix
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is `SDL_CreateProperties()` into `bgmprops`, checked, and destroyed in `CLEANUP`.
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**`AKGL_REGISTRY_MUSIC` exists and nothing populates it.** `akgl_registry_init_music()`
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creates the property set and `akgl_game_init` calls it, but no function in the library ever
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writes an entry. If you want music by name, that registry is yours to fill and yours to read
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— through `SDL_SetPointerProperty` and `SDL_GetPointerProperty` directly, as
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[Chapter 6](06-the-registry.md) describes. There is no `akgl_music_*` API.
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**There are no audio fixtures anywhere in this repository.** Not one `.wav`, `.ogg`, `.mp3`,
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`.flac` or tracker module, in `tests/assets/` or `util/assets/` or anywhere else. Nothing in
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the tree calls `akgl_load_start_bgm` either. **This function has no test coverage at all**,
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which is worth knowing before you build on it: the loop defect above was found by reading
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the code, and a test would have caught it.
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### The overwrite and the leak on the way out
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`akgl_load_start_bgm` overwrites `akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]` without releasing
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whatever was there, so calling it twice leaks a `MIX_Track`. On a failure *after* the audio
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loads, the audio is destroyed again before the error is returned — but the track, if one was
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created, is not. Both are startup-helper behaviour and both are visible in the twelve lines
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of `src/assets.c`; treat this as a "call it once at startup" function, which is what its
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`@brief` says it is.
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## Which one do I want?
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**Sound effects for a game you are writing from scratch: the synthesizer.** No files, no
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formats, no decode cost, no licensing question about the samples, and a laser is four lines.
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**Music, or anything recorded: SDL3_mixer.** Either through `akgl_load_start_bgm` for the one
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background track, or by using `akgl_mixer` directly with SDL3_mixer's own API — `akgl_mixer`
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and `akgl_tracks` are public globals for exactly that reason, and there is nothing libakgl
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adds that you would be going around.
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