Phase 6: SID audio (5 cues + fault stinger)

This commit is contained in:
ballz
2026-07-17 02:15:54 +02:00
parent d538cf46e2
commit a621494a21
5 changed files with 548 additions and 51 deletions
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#ifndef WHACK_HARE_AUDIO_H
#define WHACK_HARE_AUDIO_H
// audio.h — SID audio service for the Whack Hare! state machine.
//
// The audio layer is a thin state-driven service: the game's per-state
// "enter" actions call audio_state_enter() to set up the SID for that
// state's cue, and the raster IRQ handler's per-frame tick calls
// audio_state_step() to advance the cue's schedule.
//
// audio_init() must be called once at startup, after memmap_setup()
// and before rasterirq_setup(). audio_play_fault_stinger() is called
// from the DRAW state's fault handler (in game.c) to start a short
// low square-wave stinger on voice 1; the stinger cleans itself up
// over the next 10 frames via audio_state_step().
//
// **No leakage between states.** audio_state_enter() calls
// audio_stop() internally before setting up the new state, so the
// previous state's SID writes (e.g. the WAIT voice 0/1 loop) cannot
// bleed into the next state (e.g. DRAW's voice 2 noise stab).
//
// **The audio_state argument.** The STATE_* constants are defined in
// game.h. We include it here so audio_state_enter() and
// audio_state_step() can switch on the same values the game uses.
#include "game.h"
void audio_init(void);
// audio_stop() — silence all 3 SID voices and reset their registers.
// Called internally by audio_state_enter() and also available to the
// game for explicit silencing (currently unused at the game layer).
void audio_stop(void);
// audio_state_enter(state) — silence the SID, then set up the cue
// for the given state. Resets the per-state schedule. See audio.c
// for the per-state cue definitions.
void audio_state_enter(int state);
// audio_state_step(state) — advance the per-state schedule by one
// frame. Called from game_step() once per frame. Also ticks down
// the fault-stinger counter and gates voice 1 off when it expires.
void audio_state_step(int state);
// audio_play_fault_stinger() — start a 10-frame low square-wave
// stinger on voice 1. Called from game_step_draw() when the DRAW
// fault timeout fires (after audio_state_enter(TITLE) so the stinger
// isn't immediately silenced by the state transition).
void audio_play_fault_stinger(void);
#pragma compile("audio.c")
#endif