engine almost working, backup before adding gas types.
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53
Audio/AudioOutputStream.cs
Normal file
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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