/* * audio.h * MontaukOS 2D Game Engine - Audio System * Wraps MontaukOS audio syscalls for game sound playback * Copyright (c) 2026 Daniel Hammer */ #pragma once #include #include namespace engine { static constexpr int AUDIO_SAMPLE_RATE = 44100; static constexpr int AUDIO_CHANNELS = 2; static constexpr int AUDIO_BITS = 16; struct AudioEngine { int handle = -1; int volume = 80; bool init() { handle = montauk::audio_open(AUDIO_SAMPLE_RATE, AUDIO_CHANNELS, AUDIO_BITS); if (handle < 0) return false; montauk::audio_set_volume(handle, volume); return true; } void shutdown() { if (handle >= 0) { montauk::audio_close(handle); handle = -1; } } void set_volume(int percent) { volume = percent; if (handle >= 0) montauk::audio_set_volume(handle, volume); } // Write raw PCM samples to the audio device. // data: signed 16-bit stereo PCM samples // size: number of bytes bool write_pcm(const void* data, uint32_t size) { if (handle < 0) return false; return montauk::audio_write(handle, data, size) >= 0; } // Generate and play a simple tone (square wave) for duration_ms. // Useful for basic sound effects. Non-blocking (writes samples to buffer). void play_tone(int freq_hz, int duration_ms, int tone_volume = 50) { if (handle < 0 || freq_hz <= 0) return; int total_samples = (AUDIO_SAMPLE_RATE * duration_ms) / 1000; int half_period = AUDIO_SAMPLE_RATE / (2 * freq_hz); if (half_period <= 0) half_period = 1; int16_t amp = (int16_t)(327 * tone_volume / 100); // ~1% of max static constexpr int CHUNK = 512; int16_t buf[CHUNK * 2]; // stereo int written = 0; while (written < total_samples) { int n = total_samples - written; if (n > CHUNK) n = CHUNK; for (int i = 0; i < n; i++) { int sample_pos = written + i; int16_t val = ((sample_pos / half_period) % 2 == 0) ? amp : -amp; buf[i * 2] = val; buf[i * 2 + 1] = val; } montauk::audio_write(handle, buf, n * 4); written += n; } } }; } // namespace engine