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MontaukOS/programs/include/engine/audio.h
T

82 lines
2.3 KiB
C++

/*
* audio.h
* MontaukOS 2D Game Engine - Audio System
* Wraps MontaukOS audio syscalls for game sound playback
* Copyright (c) 2026 Daniel Hammer
*/
#pragma once
#include <cstdint>
#include <montauk/syscall.h>
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