Beeper implemented but has noise on the port - to fix

This commit is contained in:
2026-04-21 16:22:30 +01:00
parent dcbb505145
commit b6eb77318d
4 changed files with 65 additions and 8 deletions

View File

@@ -1,13 +1,13 @@
using System.Diagnostics;
using Core.Interfaces;
using Core.Interfaces;
using System.Diagnostics;
using static System.Runtime.InteropServices.JavaScript.JSType;
namespace Core.Io
{
public class IO_Bus
{
public byte BorderColorIndex { get; private set; } = 7; // 7 is White
// 8 rows representing the Spectrum keyboard matrix. Default to 0xFF (unpressed).
public byte BorderColorIndex { get; private set; } = 7;
public bool BeeperState { get; private set; } = false;
public byte[] KeyboardRows = new byte[8] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF };
public byte ReadPort(ushort portAddress)
@@ -42,11 +42,13 @@ namespace Core.Io
// The ULA intercepts any write to an even port address
if ((portAddress & 0x01) == 0)
{
// The bottom 3 bits (0-2) define the border color!
// The bottom 3 bits (0-2) define the border color
BorderColorIndex = (byte)(portValue & 0x07);
// (Bits 3 and 4 handle the cassette MIC output and the internal speaker,
// which we will need when we start playing audio!)
// Bit 4 controls the speaker
BeeperState = (portValue & 0x10) != 0;
// Bit 3 handles the cassette MIC output
}
}
}

41
Desktop/BeeperDevice.cs Normal file
View File

@@ -0,0 +1,41 @@
using NAudio.Wave;
using System;
namespace Desktop
{
public class BeeperDevice
{
private WaveOutEvent _waveOut;
private BufferedWaveProvider _buffer;
public BeeperDevice()
{
_waveOut = new WaveOutEvent();
_waveOut.DesiredLatency = 50; // 100ms latency to prevent buffer stutter
// 44.1kHz, 1 channel (Mono), Float format
_buffer = new BufferedWaveProvider(WaveFormat.CreateIeeeFloatWaveFormat(44100, 1));
_buffer.BufferDuration = TimeSpan.FromSeconds(1);
_buffer.DiscardOnBufferOverflow = true;
_waveOut.Init(_buffer);
_waveOut.Play();
}
public void AddSample(bool isHigh)
{
//Buffer overrun check and dump
if (_buffer.BufferedDuration.TotalMilliseconds > 100)
{
_buffer.ClearBuffer();
}
// Convert the boolean into a physical sound wave (-0.2 or +0.2)
float sampleValue = isHigh ? 0.2f : -0.2f;
// Convert the float to bytes and drop it in the pipe
byte[] bytes = BitConverter.GetBytes(sampleValue);
_buffer.AddSamples(bytes, 0, 4);
}
}
}

View File

@@ -8,6 +8,10 @@
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="NAudio" Version="2.3.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Core\Core.csproj" />
</ItemGroup>

View File

@@ -17,6 +17,7 @@ namespace Desktop
private ULA _ula = null!;
private TapManager _tapManager = null!;
private DebuggerForm? _debugger = null;
private BeeperDevice _beeper = null!;
private string _baseTitle = "";
private bool _isRunning = false;
private bool _isPaused = false;
@@ -41,6 +42,7 @@ namespace Desktop
_memoryBus = new MemoryBus();
_simpleIoBus = new IO_Bus();
_ula = new ULA(_memoryBus, _simpleIoBus);
_beeper = new BeeperDevice();
_tapManager = new TapManager();
_memoryBus.CrapRAMData();
byte[] romData = RomLoader.Load("48.rom");
@@ -70,6 +72,7 @@ namespace Desktop
var stopwatch = Stopwatch.StartNew();
var fpsStopwatch = Stopwatch.StartNew();
long scanlineCount = 0;
long audioSampleCount = 0;
while (_isRunning)
{
@@ -90,6 +93,13 @@ namespace Desktop
// --- Execute Instruction ---
_cpu.Step();
//Process audio at the correct time
while (_cpu.TotalTStates >= (long)(audioSampleCount * 79.365))
{
_beeper.AddSample(_simpleIoBus.BeeperState);
audioSampleCount++;
}
// --- Check for End of Frame ---
if (_cpu.TotalTStates >= nextScanlineTarget)
{