1 Commits

Author SHA1 Message Date
max
a262410616 Attempting to generate sound, and set cells automatically 2026-05-02 23:26:52 +02:00
16 changed files with 442 additions and 285 deletions

41
Audio/RingBuffer.cs Normal file
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@@ -0,0 +1,41 @@
namespace FluidSim.Audio
{
internal class RingBuffer
{
private readonly float[] buffer;
private volatile int readPos;
private volatile int writePos;
public RingBuffer(int capacity)
{
if ((capacity & (capacity - 1)) != 0)
throw new ArgumentException("Capacity must be a power of two.");
buffer = new float[capacity];
}
public int Count => (writePos - readPos) & (buffer.Length - 1);
public int Space => (readPos - writePos - 1) & (buffer.Length - 1);
public int Write(float[] data, int count)
{
int space = Space;
int toWrite = Math.Min(count, space);
int mask = buffer.Length - 1;
for (int i = 0; i < toWrite; i++)
buffer[(writePos + i) & mask] = data[i];
writePos = (writePos + toWrite) & mask;
return toWrite;
}
public int Read(float[] destination, int count)
{
int available = Count;
int toRead = Math.Min(count, available);
int mask = buffer.Length - 1;
for (int i = 0; i < toRead; i++)
destination[i] = buffer[(readPos + i) & mask];
readPos = (readPos + toRead) & mask;
return toRead;
}
}
}

43
Audio/RingBufferStream.cs Normal file
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@@ -0,0 +1,43 @@
using SFML.Audio;
using SFML.System;
namespace FluidSim.Audio
{
internal class RingBufferStream : SoundStream
{
private readonly RingBuffer ringBuffer;
public RingBufferStream(RingBuffer buffer)
{
ringBuffer = buffer;
// 2 channels, 44.1 kHz, standard stereo mapping
Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
}
protected override bool OnGetData(out short[] samples)
{
const int monoBlockSize = 512; // number of mono samples we'll read
float[] temp = new float[monoBlockSize];
int read = ringBuffer.Read(temp, monoBlockSize);
samples = new short[monoBlockSize * 2];
if (read > 0)
{
for (int i = 0; i < read; i++)
{
float clamped = Math.Clamp(temp[i], -1f, 1f);
short final = (short)(clamped * short.MaxValue);
samples[i * 2] = final; // left
samples[i * 2 + 1] = final; // right
}
}
for (int i = read * 2; i < samples.Length; i++)
samples[i] = 0;
return true;
}
protected override void OnSeek(Time timeOffset) =>
throw new NotSupportedException();
}
}

45
Audio/SoundEngine.cs Normal file
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@@ -0,0 +1,45 @@
namespace FluidSim.Audio;
public class SoundEngine : IDisposable
{
private readonly RingBuffer ringBuffer;
private readonly RingBufferStream stream;
private bool isPlaying;
public SoundEngine(int bufferCapacity = 16384)
{
ringBuffer = new RingBuffer(bufferCapacity);
stream = new RingBufferStream(ringBuffer);
}
public void Start()
{
if (isPlaying) return;
stream.Play();
isPlaying = true;
}
public void Stop()
{
if (!isPlaying) return;
stream.Stop();
isPlaying = false;
float[] drain = new float[ringBuffer.Count];
ringBuffer.Read(drain, drain.Length);
}
public int WriteSamples(float[] data, int count) =>
ringBuffer.Write(data, count);
public float Volume
{
get => stream.Volume;
set => stream.Volume = value;
}
public void Dispose()
{
Stop();
stream.Dispose();
}
}

29
Audio/SoundProcessor.cs Normal file
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@@ -0,0 +1,29 @@
using FluidSim.Components;
using FluidSim.Interfaces;
using System;
namespace FluidSim.Audio
{
public static class SoundProcessor
{
public static float MaxDeltaP { get; set; } = 100_000f;
public static float MaxArea { get; set; } = 1e-4f;
public static float MaxVelocity { get; set; } = 343f;
public static float ReferenceDensity { get; set; } = 1.225f;
public static float ReferenceSpeedOfSound { get; set; } = 343f;
public static float Gain { get; set; } = 1.0f;
public static double ComputeSample(Connection conn)
{
Port portA = conn.PortA;
Port portB = conn.PortB;
double pressureUp = portA.Pressure;
double pressureDown = portB.Pressure;
// No flow or no pressure drop → silence
double deltaP = pressureUp - pressureDown;
return deltaP / 1;
}
}
}

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@@ -12,29 +12,52 @@ namespace FluidSim.Components
private int _n;
private double _dx, _dt, _gamma = 1.4, _area;
private double[] _rho, _rhou, _E;
private double _hydraulicDiameter;
// Volume states at boundaries
private double _rhoLeft, _pLeft, _rhoRight, _pRight;
private bool _leftBCSet, _rightBCSet;
public double FrictionFactor { get; set; } = 0.02;
public double FrictionFactor { get; set; }
public int GetCellCount() => _n;
public double GetCellDensity(int i) => _rho[i];
public double GetCellPressure(int i) => Pressure(i);
public double GetCellVelocity(int i) => _rhou[i] / Math.Max(_rho[i], 1e-12);
public Pipe1D(double length, double area, int nCells, int sampleRate)
/// <summary>
/// Create a pipe with CFLstable automatic cell count.
/// </summary>
/// <param name="length">Pipe length [m].</param>
/// <param name="area">Crosssectional area [m²].</param>
/// <param name="sampleRate">Simulation step rate [Hz].</param>
/// <param name="c0">Speed of sound [m/s] (default 343).</param>
/// <param name="frictionFactor">Darcy friction factor (0 = inviscid).</param>
/// <param name="cflSafety">CFL safety factor ≤1 (0.8 recommended).</param>
public Pipe1D(double length, double area, int sampleRate,
double c0 = 343.0, double frictionFactor = 0.02,
double cflSafety = 0.8)
{
_n = nCells;
_dx = length / nCells;
_dt = 1.0 / sampleRate;
if (area <= 0) throw new ArgumentException("Pipe area must be > 0");
_area = area;
_dt = 1.0 / sampleRate;
FrictionFactor = frictionFactor;
// Nyquistbased cell count (wave resolution)
double nNyquist = Math.Ceiling(length * sampleRate / c0);
// CFLstable cell count: dx ≥ maxSpeed·dt / cflSafety, maxSpeed = 2·c0 (supersonic safe)
double maxSpeed = 2.0 * c0;
double dxMinStable = maxSpeed * _dt / cflSafety;
double nStable = Math.Floor(length / dxMinStable);
_n = Math.Max(2, (int)Math.Min(nNyquist, nStable));
_dx = length / _n;
_rho = new double[_n];
_rhou = new double[_n];
_E = new double[_n];
_hydraulicDiameter = Math.Max(2.0 * Math.Sqrt(_area / Math.PI), 1e-9);
PortA = new Port();
PortB = new Port();
}
@@ -56,7 +79,6 @@ namespace FluidSim.Components
public double GetLeftDensity() => _rho[0];
public double GetRightDensity() => _rho[_n - 1];
// ★ New: pass both density and pressure from the volume
public void SetLeftVolumeState(double rhoVol, double pVol)
{
_rhoLeft = rhoVol;
@@ -88,22 +110,13 @@ namespace FluidSim.Components
// --- Left boundary (face 0) ---
if (_leftBCSet)
{
// Ghost = actual volume state (ρ_vol, u=0, p_vol)
double rhoL = _rhoLeft;
double uL = 0.0;
double pL = _pLeft;
double rhoR = _rho[0];
double uR = _rhou[0] / Math.Max(rhoR, 1e-12);
double pR = Pressure(0);
double rhoL = _rhoLeft, uL = 0.0, pL = _pLeft;
double rhoR = _rho[0], uR = _rhou[0] / Math.Max(rhoR, 1e-12), pR = Pressure(0);
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[0], out Fp[0], out Fe[0]);
}
else
{
Fm[0] = 0;
Fp[0] = Pressure(0);
Fe[0] = 0;
Fm[0] = 0; Fp[0] = Pressure(0); Fe[0] = 0;
}
// --- Internal faces ---
@@ -118,25 +131,16 @@ namespace FluidSim.Components
// --- Right boundary (face n) ---
if (_rightBCSet)
{
double rhoL = _rho[n - 1];
double uL = _rhou[n - 1] / Math.Max(rhoL, 1e-12);
double pL = Pressure(n - 1);
// Ghost = actual volume state (ρ_vol, u=0, p_vol)
double rhoR = _rhoRight;
double uR = 0.0;
double pR = _pRight;
double rhoL = _rho[n - 1], uL = _rhou[n - 1] / Math.Max(rhoL, 1e-12), pL = Pressure(n - 1);
double rhoR = _rhoRight, uR = 0.0, pR = _pRight;
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[n], out Fp[n], out Fe[n]);
}
else
{
Fm[n] = 0;
Fp[n] = Pressure(n - 1);
Fe[n] = 0;
Fm[n] = 0; Fp[n] = Pressure(n - 1); Fe[n] = 0;
}
// --- Cell update ---
// --- Cell update (inviscid fluxes) ---
for (int i = 0; i < n; i++)
{
double dM = (Fm[i + 1] - Fm[i]) / _dx;
@@ -149,12 +153,41 @@ namespace FluidSim.Components
if (_rho[i] < 1e-12) _rho[i] = 1e-12;
double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
if (_E[i] < kinetic) _E[i] = kinetic;
// Emergency reset if NaN
if (double.IsNaN(_rho[i]) || double.IsNaN(_rhou[i]) || double.IsNaN(_E[i]))
{
_rho[i] = 1.225; // reset to atmospheric air at 300K
_rhou[i] = 0.0;
_E[i] = 101325.0 / (_gamma - 1.0); // internal energy at 1atm
}
}
// --- Friction disabled ---
// if (FrictionFactor > 0) { … }
// --- Friction (DarcyWeisbach, energyconserving) ---
if (FrictionFactor > 0)
{
double D = _hydraulicDiameter;
double twoD = 2.0 * D;
for (int i = 0; i < n; i++)
{
double rho = _rho[i];
double u = _rhou[i] / rho;
double absU = Math.Abs(u);
double src = FrictionFactor * rho * absU * u / twoD;
double kinOld = 0.5 * rho * u * u;
_rhou[i] -= _dt * src;
double uNew = _rhou[i] / rho;
double kinNew = 0.5 * rho * uNew * uNew;
_E[i] += (kinOld - kinNew);
}
}
// --- Publish to ports ---
PortA.Pressure = Pressure(0);
PortA.Density = _rho[0];
PortB.Pressure = Pressure(_n - 1);
PortB.Density = _rho[_n - 1];
// --- Port flows ---
PortA.MassFlowRate = _leftBCSet ? Fm[0] * _area : 0.0;
PortB.MassFlowRate = _rightBCSet ? -Fm[n] * _area : 0.0;
@@ -170,14 +203,24 @@ namespace FluidSim.Components
void HLLCFlux(double rL, double uL, double pL, double rR, double uR, double pR,
out double fm, out double fp, out double fe)
{
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, 1e-12));
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, 1e-12));
const double eps = 1e-12;
pL = Math.Max(pL, eps);
pR = Math.Max(pR, eps);
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, eps));
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, eps));
double EL = pL / ((_gamma - 1) * rL) + 0.5 * uL * uL;
double ER = pR / ((_gamma - 1) * rR) + 0.5 * uR * uR;
double SL = Math.Min(uL - cL, uR - cR);
double SR = Math.Max(uL + cL, uR + cR);
double Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR))
/ (rL * (SL - uL) - rR * (SR - uR));
double denom = rL * (SL - uL) - rR * (SR - uR);
double Ss;
if (Math.Abs(denom) < eps)
Ss = 0.5 * (uL + uR);
else
Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR)) / denom;
double FrL_m = rL * uL, FrL_p = rL * uL * uL + pL, FrL_e = (rL * EL + pL) * uL;
double FrR_m = rR * uR, FrR_p = rR * uR * uR + pR, FrR_e = (rR * ER + pR) * uR;
@@ -186,16 +229,20 @@ namespace FluidSim.Components
else if (SR <= 0) { fm = FrR_m; fp = FrR_p; fe = FrR_e; }
else if (Ss >= 0)
{
double rsL = rL * (SL - uL) / (SL - Ss);
double ps = pL + rL * (SL - uL) * (Ss - uL);
double EsL = EL + (Ss - uL) * (Ss + pL / (rL * (SL - uL)));
double diffSL = SL - uL;
if (Math.Abs(diffSL) < eps) diffSL = eps;
double rsL = rL * diffSL / (SL - Ss);
double ps = pL + rL * diffSL * (Ss - uL);
double EsL = EL + (Ss - uL) * (Ss + pL / (rL * diffSL));
fm = rsL * Ss; fp = rsL * Ss * Ss + ps; fe = (rsL * EsL + ps) * Ss;
}
else
{
double rsR = rR * (SR - uR) / (SR - Ss);
double diffSR = SR - uR;
if (Math.Abs(diffSR) < eps) diffSR = eps;
double rsR = rR * diffSR / (SR - Ss);
double ps = pL + rL * (SL - uL) * (Ss - uL);
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * (SR - uR)));
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * diffSR));
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
}
}

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@@ -0,0 +1,9 @@
using FluidSim.Interfaces;
namespace FluidSim.Components
{
public class SoundConnection : Connection
{
public SoundConnection(Port a, Port b) : base(a, b) { }
}
}

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@@ -1,6 +1,4 @@
using System;
using FluidSim.Interfaces;
using FluidSim.Utils;
using FluidSim.Interfaces;
namespace FluidSim.Components
{

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@@ -1,5 +1,4 @@
using System;
using FluidSim.Components;
using FluidSim.Components;
namespace FluidSim.Core
{

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@@ -1,67 +0,0 @@
using System;
using FluidSim.Components;
using FluidSim.Utils;
namespace FluidSim.Core
{
public static class Simulation
{
private static Solver solver;
private static Volume0D volA, volB;
private static Pipe1D pipe;
private static Connection connA, connB;
private static int stepCount;
private static double time;
private static double dt;
public static void Initialize(int sampleRate)
{
dt = 1.0 / sampleRate;
double V = 5.0 * Units.L;
volA = new Volume0D(V, 1.1 * Units.atm, Units.Celsius(20), sampleRate);
volB = new Volume0D(V, 1.0 * Units.atm, Units.Celsius(20), sampleRate);
double length = 150 * Units.mm;
double diameter = 25 * Units.mm;
double area = Units.AreaFromDiameter(25, Units.mm);
int nCells = 10;
pipe = new Pipe1D(length, area, nCells, sampleRate);
pipe.SetUniformState(volA.Density, 0.0, volA.Pressure);
pipe.FrictionFactor = 0.02;
// Connections with orifice area equal to pipe area (flange joint)
connA = new Connection(volA.Port, pipe.PortA) { Area = area, DischargeCoefficient = 1.0, Gamma = 1.4 };
connB = new Connection(pipe.PortB, volB.Port) { Area = area, DischargeCoefficient = 1.0, Gamma = 1.4 };
solver = new Solver();
solver.AddVolume(volA);
solver.AddVolume(volB);
solver.AddPipe(pipe);
solver.AddConnection(connA);
solver.AddConnection(connB);
}
public static float Process()
{
solver.Step();
time += dt;
stepCount++;
Log();
return 0f;
}
public static void Log()
{
if (stepCount <= 50 || stepCount % 200 == 0)
{
Console.WriteLine(
$"t = {time * 1e3:F3} ms Step {stepCount:D4}: " +
$"PA = {volA.Pressure / 1e5:F6} bar, " +
$"PB = {volB.Pressure / 1e5:F6} bar, " +
$"FlowA = {pipe.PortA.MassFlowRate * 1e3:F2} g/s");
}
}
}
}

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@@ -1,4 +1,4 @@
using System.Collections.Generic;
using FluidSim.Audio;
using FluidSim.Components;
using FluidSim.Interfaces;
@@ -10,17 +10,51 @@ namespace FluidSim.Core
private readonly List<Pipe1D> _pipes = new();
private readonly List<Connection> _connections = new();
public float LastSample { get; private set; }
public void AddVolume(Volume0D v) => _volumes.Add(v);
public void AddPipe(Pipe1D p) => _pipes.Add(p);
public void AddConnection(Connection c) => _connections.Add(c);
public void Step()
{
// 1. Volumes publish state to their ports
// 1. Publish volume states to their own ports
foreach (var v in _volumes)
v.PushStateToPort();
// 2. Set volume states as boundary conditions on pipes
// 2. Handle direct volumetovolume connections
foreach (var conn in _connections)
{
if (IsVolumePort(conn.PortA) && IsVolumePort(conn.PortB))
{
Volume0D volA = _volumes.Find(v => v.Port == conn.PortA);
Volume0D volB = _volumes.Find(v => v.Port == conn.PortB);
if (volA == null || volB == null) continue;
double pA = volA.Pressure, rhoA = volA.Density;
double pB = volB.Pressure, rhoB = volB.Density;
double mdot = OrificeBoundary.MassFlow(pA, rhoA, pB, rhoB, conn);
if (mdot > 0) // A → B
{
volA.Port.MassFlowRate = -mdot;
volB.Port.MassFlowRate = mdot;
volB.Port.SpecificEnthalpy = volA.SpecificEnthalpy; // fluid from A
volA.Port.SpecificEnthalpy = volA.SpecificEnthalpy; // outflow carries its own enthalpy
}
else // B → A (mdot negative)
{
volA.Port.MassFlowRate = -mdot; // positive
volB.Port.MassFlowRate = mdot; // negative
volA.Port.SpecificEnthalpy = volB.SpecificEnthalpy; // fluid from B
volB.Port.SpecificEnthalpy = volB.SpecificEnthalpy; // outflow carries its own
}
}
}
// 3. Pipevolume boundary conditions unchanged
foreach (var conn in _connections)
{
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
@@ -29,11 +63,11 @@ namespace FluidSim.Core
SetVolumeBC(conn.PortB, conn.PortA);
}
// 3. Run pipe simulations
// 4. Run pipe simulations
foreach (var p in _pipes)
p.Simulate();
// 4. Transfer pipeport flows to volume ports
// 5. Transfer pipetovolume flows unchanged
foreach (var conn in _connections)
{
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
@@ -42,9 +76,21 @@ namespace FluidSim.Core
TransferPipeToVolume(conn.PortB, conn.PortA);
}
// 5. Integrate volumes
// 6. Integrate volumes
foreach (var v in _volumes)
v.Integrate();
// 7. COMPUTE AUDIO SAMPLE from all sound connections
double sample = 0f;
foreach (var conn in _connections)
{
if (conn is SoundConnection)
{
// Both ports have the same absolute mass flow; either works.
sample += SoundProcessor.ComputeSample(conn);
}
}
LastSample = (float)Math.Tanh(sample);
}
bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);

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@@ -1,131 +0,0 @@
using SFML.Audio;
using SFML.System;
namespace FluidSim;
#region Lockfree ring buffer (unchanged)
internal class RingBuffer
{
private readonly float[] buffer;
private volatile int readPos;
private volatile int writePos;
public RingBuffer(int capacity)
{
if ((capacity & (capacity - 1)) != 0)
throw new ArgumentException("Capacity must be a power of two.");
buffer = new float[capacity];
}
public int Count => (writePos - readPos) & (buffer.Length - 1);
public int Space => (readPos - writePos - 1) & (buffer.Length - 1);
public int Write(float[] data, int count)
{
int space = Space;
int toWrite = Math.Min(count, space);
int mask = buffer.Length - 1;
for (int i = 0; i < toWrite; i++)
buffer[(writePos + i) & mask] = data[i];
writePos = (writePos + toWrite) & mask;
return toWrite;
}
public int Read(float[] destination, int count)
{
int available = Count;
int toRead = Math.Min(count, available);
int mask = buffer.Length - 1;
for (int i = 0; i < toRead; i++)
destination[i] = buffer[(readPos + i) & mask];
readPos = (readPos + toRead) & mask;
return toRead;
}
}
#endregion
#region Stereo stream that consumes the ring buffer
internal class RingBufferStream : SoundStream
{
private readonly RingBuffer ringBuffer;
public RingBufferStream(RingBuffer buffer)
{
ringBuffer = buffer;
// 2 channels, 44.1 kHz, standard stereo mapping
Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
}
protected override bool OnGetData(out short[] samples)
{
const int monoBlockSize = 512; // number of mono samples we'll read
float[] temp = new float[monoBlockSize];
int read = ringBuffer.Read(temp, monoBlockSize);
samples = new short[monoBlockSize * 2];
if (read > 0)
{
for (int i = 0; i < read; i++)
{
float clamped = Math.Clamp(temp[i], -1f, 1f);
short final = (short)(clamped * short.MaxValue);
samples[i * 2] = final; // left
samples[i * 2 + 1] = final; // right
}
}
for (int i = read * 2; i < samples.Length; i++)
samples[i] = 0;
return true;
}
protected override void OnSeek(Time timeOffset) =>
throw new NotSupportedException();
}
#endregion
#region Public sound engine API (unchanged)
public class SoundEngine : IDisposable
{
private readonly RingBuffer ringBuffer;
private readonly RingBufferStream stream;
private bool isPlaying;
public SoundEngine(int bufferCapacity = 16384)
{
ringBuffer = new RingBuffer(bufferCapacity);
stream = new RingBufferStream(ringBuffer);
}
public void Start()
{
if (isPlaying) return;
stream.Play();
isPlaying = true;
}
public void Stop()
{
if (!isPlaying) return;
stream.Stop();
isPlaying = false;
float[] drain = new float[ringBuffer.Count];
ringBuffer.Read(drain, drain.Length);
}
public int WriteSamples(float[] data, int count) =>
ringBuffer.Write(data, count);
public float Volume
{
get => stream.Volume;
set => stream.Volume = value;
}
public void Dispose()
{
Stop();
stream.Dispose();
}
}
#endregion

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@@ -2,7 +2,8 @@
using SFML.Window;
using SFML.System;
using System.Diagnostics;
using FluidSim.Core;
using FluidSim.Scenarios;
using FluidSim.Audio;
namespace FluidSim;
@@ -10,6 +11,8 @@ public class Program
{
private const int SampleRate = 44100;
private static volatile bool running = true;
// Global step counter incremented every simulation step
private static long stepCount = 0;
public static void Main()
{
@@ -22,47 +25,71 @@ public class Program
soundEngine.Volume = 70;
soundEngine.Start();
double lastAudioTime = 0.0;
var stopwatch = Stopwatch.StartNew();
int warmupSamples = SampleRate / 2;
// --- Warmup: fill audio buffer with silence ---
int warmupSamples = SampleRate / 2; // 0.5 s
float[] warmup = new float[warmupSamples];
for (int i = 0; i < warmupSamples; i++)
warmup[i] = 0;
soundEngine.WriteSamples(warmup, warmupSamples);
lastAudioTime = stopwatch.Elapsed.TotalSeconds;
// Reset timer after warmup this is the “realtime zero”
stopwatch.Restart();
stepCount = 0; // simulation steps start now
// --- Initialise the simulation scenario ---
Simulation.Initialize(SampleRate);
const int chunkSize = 2048;
float[] buffer = new float[chunkSize];
Simulation.Initialize(SampleRate);
double lastLogTime = 0.0; // for periodic speed printout
while (window.IsOpen)
{
window.DispatchEvents();
// --- Compute how many audio samples are needed since last frame ---
double currentTime = stopwatch.Elapsed.TotalSeconds;
double elapsed = currentTime - lastAudioTime;
int samplesNeeded = (int)(elapsed * SampleRate);
double elapsed = currentTime; // since stopwatch was reset
int samplesNeeded = (int)(elapsed * SampleRate) - (int)(stepCount);
// (stepCount is total generated samples, so we just need the remainder)
// --- Generate the required number of simulation steps ---
while (samplesNeeded > 0 && running)
{
int toGenerate = Math.Min(samplesNeeded, chunkSize);
for (int i = 0; i < toGenerate; i++)
{
buffer[i] = Simulation.Process();
stepCount++;
}
soundEngine.WriteSamples(buffer, toGenerate);
samplesNeeded -= toGenerate;
}
lastAudioTime = currentTime;
// --- Display speed ---
double simTime = stepCount / (double)SampleRate;
double wallTime = stopwatch.Elapsed.TotalSeconds;
double speed = (wallTime > 0) ? simTime / wallTime : 0.0;
// Update window title with instant speed
window.SetTitle($"FluidSim | Speed: {speed:F3}× | Steps: {stepCount}");
// Console log once per second
if (wallTime - lastLogTime >= 1.0)
{
Console.WriteLine($"Speed: {speed:F3}× ({stepCount} steps, {wallTime:F2}s wall)");
lastLogTime = wallTime;
}
// --- Rendering (placeholder) ---
window.Clear(Color.Black);
window.Display();
}
// --- Cleanup ---
soundEngine.Dispose();
window.Dispose();
}

93
Scenarios/Simulation.cs Normal file
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using FluidSim.Audio;
using FluidSim.Components;
using FluidSim.Core;
using FluidSim.Utilities;
namespace FluidSim.Scenarios
{
public static class Simulation
{
private static Solver solver;
private static Volume0D cavity, ambient;
private static Pipe1D neck;
private static Connection connNeckCavity, connNeckAmbient;
private static int stepCount;
private static double time;
private static double dt;
public static void Initialize(int sampleRate)
{
dt = 1.0 / sampleRate;
// --- Cavity (the “bottle”) ---
double V_cav = 1.0 * Units.L; // 1 litre
cavity = new Volume0D(V_cav, 10 * Units.atm, Units.Celsius(20), sampleRate);
// --- Ambient (a huge “room”) ---
double V_amb = 1000.0; // 1000 m³ ≈ constant pressure
ambient = new Volume0D(V_amb, 1.0 * Units.atm, Units.Celsius(20), sampleRate);
// --- Neck (short pipe) ---
double length_neck = 80.0 * Units.mm;
double diam_neck = 10 * Units.mm;
double area_neck = Units.AreaFromRadius(diam_neck, Units.mm); // few cells enough for a short neck
neck = new Pipe1D(length_neck, area_neck, sampleRate);
neck.SetUniformState(ambient.Density, 0.0, ambient.Pressure);
neck.FrictionFactor = 0.02; // slight damping
// --- Connections ---
// Cavity-to-neck (full area)
connNeckCavity = new Connection(cavity.Port, neck.PortA)
{
Area = area_neck,
DischargeCoefficient = 1.0,
Gamma = 1.4
};
// Neck-to-ambient (SoundConnection to capture the radiated tone)
connNeckAmbient = new SoundConnection(neck.PortB, ambient.Port)
{
Area = area_neck,
DischargeCoefficient = 1.0,
Gamma = 1.4
};
// --- Solver ---
solver = new Solver();
solver.AddVolume(cavity);
solver.AddVolume(ambient);
solver.AddPipe(neck);
solver.AddConnection(connNeckCavity);
solver.AddConnection(connNeckAmbient);
// --- Sound tuning ---
SoundProcessor.MaxDeltaP = 0.1f * (float)Units.atm; // small Δp expected
SoundProcessor.MaxArea = (float)area_neck;
SoundProcessor.MaxVelocity = 343f;
SoundProcessor.ReferenceDensity = 1.2f;
SoundProcessor.ReferenceSpeedOfSound = 343f;
SoundProcessor.Gain = 10.0f; // amplify because Δp is small
}
public static float Process()
{
solver.Step();
time += dt;
stepCount++;
Log();
return solver.LastSample;
}
public static void Log()
{
if (stepCount <= 200 || stepCount % (int)(0.5 / dt) == 0)
{
Console.WriteLine(
$"t = {time * 1e3:F3} ms " +
$"Sample = {solver.LastSample:F6}, " +
$"P_cav = {cavity.Pressure / 1e5:F6} bar, " +
$"flow_cav = {cavity.Port.MassFlowRate / 1e3:F4} g/s, " +
$"flow_neck = {neck.PortB.MassFlowRate * 1e3:F4} g/s");
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace FluidSim.Sources
{
internal class EffortSource
{
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace FluidSim.Sources
{
internal class FlowSource
{
}
}

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@@ -1,6 +1,4 @@
using System;
namespace FluidSim.Utils
namespace FluidSim.Utilities
{
public static class Units
{