engine almost working, backup before adding gas types.
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53
Audio/AudioOutputStream.cs
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53
Audio/AudioOutputStream.cs
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using SFML.Audio;
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using SFML.System;
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namespace FluidSim.Audio
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{
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public class AudioOutputStream : SoundStream
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{
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private readonly SimulationRingBuffer _sourceBuffer;
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private double _speed = 1.0; // non‑volatile, accessed with Volatile.Read/Write
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public AudioOutputStream(SimulationRingBuffer sourceBuffer)
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{
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_sourceBuffer = sourceBuffer;
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// 2 channels, 44.1 kHz, stereo
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Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
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}
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/// <summary>Playback speed (0.01 … 1.0 or higher for catch‑up).</summary>
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public double Speed
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{
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get => Volatile.Read(ref _speed);
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set => Volatile.Write(ref _speed, value);
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}
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protected override bool OnGetData(out short[] samples)
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{
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const int monoBlockSize = 512;
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float[] temp = new float[monoBlockSize];
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int read = _sourceBuffer.ReadInterpolated(temp, monoBlockSize, Speed);
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samples = new short[monoBlockSize * 2];
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if (read > 0)
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{
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for (int i = 0; i < read; i++)
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{
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float clamped = Math.Clamp(temp[i], -1f, 1f);
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short final = (short)(clamped * short.MaxValue);
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samples[i * 2] = final; // left
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samples[i * 2 + 1] = final; // right
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}
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}
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// Fill rest with silence
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for (int i = read * 2; i < samples.Length; i++)
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samples[i] = 0;
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return true;
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}
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protected override void OnSeek(Time timeOffset) =>
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throw new NotSupportedException();
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}
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}
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98
Audio/SimulationRingBuffer.cs
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98
Audio/SimulationRingBuffer.cs
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@@ -0,0 +1,98 @@
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namespace FluidSim.Audio
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{
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public class SimulationRingBuffer
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{
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private readonly float[] _buffer;
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private readonly int _capacity;
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private int _writeHead; // monotonic, producer only
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private int _readHead; // monotonic, consumer advances after consumption
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// Consumer interpolation state
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private double _readPosFrac;
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private bool _consumerInit;
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// Events for signalling
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private readonly AutoResetEvent _spaceAvailable = new AutoResetEvent(false);
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private readonly AutoResetEvent _dataAvailable = new AutoResetEvent(false);
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public SimulationRingBuffer(int capacity)
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{
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if ((capacity & (capacity - 1)) != 0)
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throw new ArgumentException("Capacity must be a power of two.");
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_capacity = capacity;
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_buffer = new float[capacity];
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}
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// ---------- Producer ----------
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public int FreeSpace => _capacity - (_writeHead - Volatile.Read(ref _readHead));
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/// <summary>Number of samples currently available for reading (integer count).</summary>
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public int AvailableSamples => Volatile.Read(ref _writeHead) - Volatile.Read(ref _readHead);
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public void Write(float sample)
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{
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while (FreeSpace == 0)
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_spaceAvailable.WaitOne();
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int w = _writeHead;
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int mask = _capacity - 1;
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_buffer[w & mask] = sample;
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Volatile.Write(ref _writeHead, w + 1);
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_dataAvailable.Set();
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}
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public int Write(float[] data, int count)
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{
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int free = FreeSpace;
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int toWrite = Math.Min(count, free);
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int w = _writeHead;
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int mask = _capacity - 1;
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for (int i = 0; i < toWrite; i++)
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_buffer[(w + i) & mask] = data[i];
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Volatile.Write(ref _writeHead, w + toWrite);
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if (toWrite > 0)
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_dataAvailable.Set();
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return toWrite;
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}
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// ---------- Consumer ----------
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public void ResetConsumer() => _consumerInit = false;
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public int ReadInterpolated(float[] dest, int destCount, double speed)
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{
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if (!_consumerInit)
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{
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_readPosFrac = Volatile.Read(ref _readHead);
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_consumerInit = true;
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}
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int mask = _capacity - 1;
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int writeHead = Volatile.Read(ref _writeHead);
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int produced = 0;
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for (int i = 0; i < destCount; i++)
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{
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int idxFloor = (int)_readPosFrac;
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int idxCeil = idxFloor + 1;
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if (idxCeil >= writeHead)
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break;
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float y0 = _buffer[idxFloor & mask];
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float y1 = _buffer[idxCeil & mask];
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double frac = _readPosFrac - idxFloor;
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dest[i] = (float)(y0 + (y1 - y0) * frac);
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_readPosFrac += speed;
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produced++;
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}
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int newReadHead = (int)_readPosFrac;
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if (newReadHead > Volatile.Read(ref _readHead))
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{
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Volatile.Write(ref _readHead, newReadHead);
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_spaceAvailable.Set();
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}
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return produced;
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}
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}
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}
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45
Audio/SoundEngine.cs
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45
Audio/SoundEngine.cs
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@@ -0,0 +1,45 @@
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namespace FluidSim.Audio
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{
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public class SoundEngine : IDisposable
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{
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private readonly AudioOutputStream _stream;
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private bool _isPlaying;
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public SoundEngine(SimulationRingBuffer sourceBuffer, int bufferCapacity = 16384)
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{
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_stream = new AudioOutputStream(sourceBuffer);
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}
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public void Start()
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{
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if (_isPlaying) return;
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_stream.Play();
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_isPlaying = true;
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}
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public void Stop()
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{
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if (!_isPlaying) return;
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_stream.Stop();
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_isPlaying = false;
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}
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public double Speed
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{
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get => _stream.Speed;
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set => _stream.Speed = value;
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}
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public float Volume
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{
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get => _stream.Volume;
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set => _stream.Volume = value;
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}
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public void Dispose()
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{
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Stop();
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_stream.Dispose();
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}
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}
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}
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