new visualiser for pcm

This commit is contained in:
minjaesong
2026-05-25 14:12:45 +09:00
parent b103e3c690
commit a716807b36
6 changed files with 961 additions and 851 deletions

View File

@@ -281,9 +281,611 @@ function printTopBar(status, moreInfo) {
con.move(1, 1)
}
// ── Audio player visualiser ─────────────────────────────────────────────────
// Shared by playwav/playmp2/playpcm/playtad. Design follows
// `assets/playwav_visualiser_design_2_for_tsvm.md`:
// * 3-row ASCII wavescope (mid signal envelope) on rows 3..5
// * 22-col progress dashes on the right side of the song-title row
// * 24-row XY-scope + wavelet-modulated persistence visualiser on rows 7..30
// * stereo energy bar on row 31
//
// The visualiser fuses two displays the design doc calls complementary:
// * XY-scope geometry (rotated 45° so L plots along the `\` diagonal and R
// along `/`) gives spatial motion and stereo image.
// * Haar wavelet features (transient / noise / sustain energies) steer the
// beam's behaviour — transients evaporate it and emit sparks, sustained
// content lets trails breathe longer, mid noise jitters the beam.
//
// The wavelet is therefore a *modulator*, not a renderer. No FFT, no pitch
// tracking, no per-frame allocation in the hot loop.
const AG_COLS = 80
const AG_ROWS = 32
const AG_COL_INSIDE_L = 2
const AG_COL_INSIDE_R = 79
const AG_LANE_W = 78
const AG_ROW_TOP_BORDER = 1
const AG_ROW_TITLE = 2
const AG_ROW_WAVE_TOP = 3
const AG_ROW_WAVE_BOT = 5 // 3-row wavescope
const AG_ROW_VIS_SEP = 6
const AG_ROW_VIS_TOP = 7
const AG_ROW_VIS_BOT = 30 // 24-row wavelet visualiser
const AG_ROW_STEREO = 31
const AG_ROW_BOT_BORDER = 32
const AG_VIS_H = AG_ROW_VIS_BOT - AG_ROW_VIS_TOP + 1 // 24
const AG_VIS_W = AG_LANE_W // 78
// Palette (TSVM 256-colour indices)
const AG_COL_BG = 0
const AG_COL_BORDER = 250
const AG_COL_LABEL = 220
const AG_COL_DIM = 235
const AG_COL_TITLE = 230
const AG_COL_VALUE = 254
const AG_COL_PROG_ON = 226 // bright yellow (matches Taud)
// Box-drawing constants (CP437)
const AG_BX_TL = 0xC9, AG_BX_TR = 0xBB, AG_BX_BL = 0xC8, AG_BX_BR = 0xBC
const AG_BX_V = 0xBA, AG_BX_H = 0xCD
const AG_SEP_L = 0xC7, AG_SEP_R = 0xB6
// Half-block glyphs for wavescope
const AG_HB_NONE = 0x20 // ' '
const AG_HB_TOP = 0xDF // '▀'
const AG_HB_BOT = 0xDC // '▄'
const AG_HB_BOTH = 0xDB // '█'
// Density stairs for visualiser + stereo bar
const AG_STAIRS = [0x20, 0xB0, 0xB1, 0xB2, 0xDB] // ' ', ░, ▒, ▓, █
// Electron-beam colour ramp. Index 0 = silent (background), last = freshly
// drawn beam. Amber-on-black mimics analog vector-scope CRT phosphor — the
// glyph shape carries the spatial information, the colour ramp carries age.
const AG_BEAM_PAL = [AG_COL_BG, 94, 130, 166, 220]
// Five wavelet levels (Haar decomp). These are used only as modulators —
// they never get rendered as bars. Indexing:
// AG_WL_TRANSIENT — top-octave detail (8 kHz..16 kHz at 32 kHz Fs).
// Spikes on percussion attacks, vocal consonants, cymbals.
// AG_WL_NOISE — upper-mid detail (4..8 kHz). Drives beam jitter.
// AG_WL_BODY — mid detail (2..4 kHz).
// AG_WL_TONAL — lower-mid detail (1..2 kHz).
// AG_WL_BASS — low detail (0.5..1 kHz). Slows the decay (sustain).
const AG_N_BANDS = 5
const AG_WL_TRANSIENT = 0
const AG_WL_NOISE = 1
const AG_WL_BODY = 2
const AG_WL_TONAL = 3
const AG_WL_BASS = 4
// Stereo bar colour ramp (5 levels) — uses the tonal blue gradient so the
// stereo strip reads as the "ground" beneath the wavelet cloud.
const AG_STEREO_COL = [AG_COL_DIM, 17, 33, 75, 117]
// ── State ───────────────────────────────────────────────────────────────────
//
// All state lives in module scope so a player just does:
// const gui = require('playgui')
// gui.audioInit({...})
// while (...) { ...; gui.audioFeedPcm(ptr, n); gui.audioRender(); }
// gui.audioClose()
//
// Multiple concurrent players in one process are not supported — but TVDOS
// only runs one foreground command at a time, so that's fine.
const AG_SNAPSHOT_N = 1024 // power of 2; covers ~32 ms at 32 kHz
const ag_snapL = new Float32Array(AG_SNAPSHOT_N)
const ag_snapR = new Float32Array(AG_SNAPSHOT_N)
const AG_WORK_N = AG_SNAPSHOT_N // scratch buffers for Haar pyramid
const ag_workMid = new Float32Array(AG_WORK_N)
const ag_workTmp = new Float32Array(AG_WORK_N >> 1)
const ag_bandEnergy = new Float32Array(AG_N_BANDS)
// Persistence buffer — float intensity per cell, plus the glyph last written
// there. Decay shrinks intensity each frame; new beam samples overwrite the
// glyph and bump intensity.
const ag_persist = new Float32Array(AG_VIS_H * AG_VIS_W)
const ag_persistGlyph = new Int16Array(AG_VIS_H * AG_VIS_W)
// Skip-redraw cache — only emit a cell when its glyph or colour changes.
const ag_cellGlyph = new Int16Array(AG_VIS_H * AG_VIS_W).fill(-1)
const ag_cellFg = new Int16Array(AG_VIS_H * AG_VIS_W).fill(-1)
const ag_waveGlyph = new Int16Array(AG_LANE_W * 3).fill(-1)
const ag_stereoGlyph = new Int16Array(AG_LANE_W).fill(-1)
const ag_stereoFg = new Int16Array(AG_LANE_W).fill(-1)
// Render rate-limiter — playmp2 spins ~32 Hz, playtad ~1 Hz, playwav ~100 Hz
// at decode time. Clamp visual refresh to 20 Hz so each caller can spam
// audioRender() without worrying about pacing.
let ag_lastRenderNs = 0
const AG_RENDER_INTERVAL_NS = 50 * 1000 * 1000 // 50 ms
// Latest progress fraction so we redraw the bar only when it changes.
let ag_lastProgressIdx = -1
let ag_lastTimeStr = ''
// Init params held for re-use during render.
let ag_initParams = null
function ag_color(fg, bg) { con.color_pair(fg, bg) }
function ag_mvprn(row, col, ch) { con.mvaddch(row, col, ch) }
function ag_mvtext(row, col, s) { con.move(row, col); print(s) }
function ag_pad(n, w) {
let s = '' + n
while (s.length < w) s = ' ' + s
return s
}
function ag_secToReadable(n) {
const mins = ('' + ((n / 60) | 0)).padStart(2, '0')
const secs = ('' + (n % 60)).padStart(2, '0')
return mins + ':' + secs
}
function ag_drawSeparator(row, label) {
ag_color(AG_COL_BORDER, AG_COL_BG)
ag_mvprn(row, 1, AG_SEP_L)
for (let x = 2; x < AG_COLS; x++) ag_mvprn(row, x, AG_BX_H)
ag_mvprn(row, AG_COLS, AG_SEP_R)
if (label) {
ag_color(AG_COL_LABEL, AG_COL_BG)
ag_mvtext(row, 5, ' ' + label + ' ')
}
}
function ag_drawFrame() {
// Top border with embedded format tag.
ag_color(AG_COL_BORDER, AG_COL_BG)
ag_mvprn(AG_ROW_TOP_BORDER, 1, AG_BX_TL)
for (let x = 2; x < AG_COLS; x++) ag_mvprn(AG_ROW_TOP_BORDER, x, AG_BX_H)
ag_mvprn(AG_ROW_TOP_BORDER, AG_COLS, AG_BX_TR)
if (ag_initParams.tag) {
ag_color(AG_COL_LABEL, AG_COL_BG)
ag_mvtext(AG_ROW_TOP_BORDER, 4, ' ' + ag_initParams.tag + ' ')
}
// Bottom border with exit hint.
ag_color(AG_COL_BORDER, AG_COL_BG)
ag_mvprn(AG_ROW_BOT_BORDER, 1, AG_BX_BL)
for (let x = 2; x < AG_COLS; x++) ag_mvprn(AG_ROW_BOT_BORDER, x, AG_BX_H)
ag_mvprn(AG_ROW_BOT_BORDER, AG_COLS, AG_BX_BR)
ag_color(AG_COL_DIM, AG_COL_BG)
ag_mvtext(AG_ROW_BOT_BORDER, 4, ' Hold BkSp to exit ')
// Side bars.
ag_color(AG_COL_BORDER, AG_COL_BG)
for (let r = 2; r < AG_ROWS; r++) {
ag_mvprn(r, 1, AG_BX_V)
ag_mvprn(r, AG_COLS, AG_BX_V)
}
// Inner separator over the visualiser canvas. The wavescope strip sits
// flush against the title row — no separator there.
ag_drawSeparator(AG_ROW_VIS_SEP, 'VISUALS')
}
function ag_clearInside(row) {
ag_color(AG_COL_DIM, AG_COL_BG)
con.move(row, AG_COL_INSIDE_L)
print(' '.repeat(AG_LANE_W))
}
function ag_drawTitle() {
ag_clearInside(AG_ROW_TITLE)
let title = ag_initParams.title || ''
// Reserve 24 cols on the right for time string + progress bar.
if (title.length > AG_LANE_W - 26) title = title.substring(0, AG_LANE_W - 29) + '...'
ag_color(AG_COL_TITLE, AG_COL_BG)
ag_mvtext(AG_ROW_TITLE, AG_COL_INSIDE_L + 1, title)
}
// Progress: time string + 22-wide dashes ramp (matches playtaud). Called by
// the player via audioSetProgress; redraws only when something changed.
function ag_drawProgress(progress, elapsedSec, totalSec) {
const barW = 22
const bx0 = AG_COL_INSIDE_R - barW
const filled = Math.round(progress * barW)
const timeStr = ag_secToReadable(elapsedSec) + '/' + ag_secToReadable(totalSec)
if (timeStr !== ag_lastTimeStr) {
ag_lastTimeStr = timeStr
ag_color(AG_COL_VALUE, AG_COL_BG)
ag_mvtext(AG_ROW_TITLE, bx0 - timeStr.length - 1, timeStr)
}
if (filled === ag_lastProgressIdx) return
ag_lastProgressIdx = filled
for (let i = 0; i < barW; i++) {
const lit = i < filled
ag_color(lit ? AG_COL_PROG_ON : AG_COL_DIM, AG_COL_BG)
ag_mvprn(AG_ROW_TITLE, bx0 + i, lit ? 0x7C /*│*/ : 0x2E /*.*/)
}
}
// ── PCM ingestion ───────────────────────────────────────────────────────────
//
// feedPcm copies the most recent SNAPSHOT_N samples from a PCMu8-stereo-
// interleaved buffer into our snapshot. `ptr` can be a positive heap address
// (LPCM/ADPCM decoded buffer, raw PCM) or a negative peripheral address (TAD
// decoded buffer, MP2 mediaDecodedBin) — TSVM peripheral memory grows toward
// 0, so reads use a signed step `vec`.
function audioFeedPcm(ptr, sampleCount) {
if (!sampleCount) return
const vec = ptr >= 0 ? 1 : -1
const inv128 = 1 / 128
if (sampleCount >= AG_SNAPSHOT_N) {
// Take last AG_SNAPSHOT_N samples — discard the rest.
const start = sampleCount - AG_SNAPSHOT_N
for (let i = 0; i < AG_SNAPSHOT_N; i++) {
const off = (start + i) * 2 * vec
ag_snapL[i] = ((sys.peek(ptr + off) & 0xFF) - 128) * inv128
ag_snapR[i] = ((sys.peek(ptr + off + vec) & 0xFF) - 128) * inv128
}
} else {
// Shift snapshot left by `sampleCount` and append all new samples.
const shift = sampleCount
const keep = AG_SNAPSHOT_N - shift
for (let i = 0; i < keep; i++) {
ag_snapL[i] = ag_snapL[i + shift]
ag_snapR[i] = ag_snapR[i + shift]
}
for (let i = 0; i < shift; i++) {
const off = i * 2 * vec
ag_snapL[keep + i] = ((sys.peek(ptr + off) & 0xFF) - 128) * inv128
ag_snapR[keep + i] = ((sys.peek(ptr + off + vec) & 0xFF) - 128) * inv128
}
}
}
// ── Wavelet analysis ───────────────────────────────────────────────────────
//
// In-place Haar decomposition. Five levels on 1024 samples gives band
// passes (at 32 kHz): [8k..16k], [4k..8k], [2k..4k], [1k..2k], [500..1k].
// Sub-500 Hz ends up in the approximation and is intentionally dropped —
// otherwise the bass would dominate every track.
function ag_analyseHaar() {
// mid = (L + R) / 2
for (let i = 0; i < AG_SNAPSHOT_N; i++) {
ag_workMid[i] = (ag_snapL[i] + ag_snapR[i]) * 0.5
}
let len = AG_SNAPSHOT_N
const SQ_HALF = 0.70710678 // 1/sqrt(2) keeps L2 norm
for (let lv = 0; lv < AG_N_BANDS; lv++) {
const half = len >> 1
let sumSq = 0
for (let i = 0; i < half; i++) {
const a = ag_workMid[i * 2]
const b = ag_workMid[i * 2 + 1]
const lo = (a + b) * SQ_HALF
const hi = (a - b) * SQ_HALF
ag_workMid[i] = lo
ag_workTmp[i] = hi
sumSq += hi * hi
}
// Higher-freq levels naturally have weaker energy in music; scale
// each band by an empirical gain so all five read at comparable
// brightness on typical material.
const gain = 3.0 + lv * 1.5
const rms = Math.sqrt(sumSq / half) * gain
ag_bandEnergy[lv] = rms > 1 ? 1 : rms
len = half
}
}
// ── Wavescope (rows 3..5) ──────────────────────────────────────────────────
//
// Peak-detected envelope: each column shows the range [min, max] of its slice
// of the snapshot using half-block characters for 6 vertical sub-positions.
// Mid-signal only — for stereo information you read the bottom bar.
function ag_drawWavescope() {
const N = AG_SNAPSHOT_N
const samplesPerCol = N / AG_LANE_W
// 6 sub-positions: 0..5 from top to bottom.
for (let c = 0; c < AG_LANE_W; c++) {
const s = (c * samplesPerCol) | 0
const e = (((c + 1) * samplesPerCol) | 0)
let mn = 1.0, mx = -1.0
for (let i = s; i < e; i++) {
const v = (ag_snapL[i] + ag_snapR[i]) * 0.5
if (v < mn) mn = v
if (v > mx) mx = v
}
// Map [-1, 1] → [0, 5] (top..bottom). +1 → 0, -1 → 5.
let yMax = ((1 - mx) * 0.5 * 6) | 0
let yMin = ((1 - mn) * 0.5 * 6) | 0
if (yMax < 0) yMax = 0; if (yMax > 5) yMax = 5
if (yMin < 0) yMin = 0; if (yMin > 5) yMin = 5
// yMax is the top of the bar (smaller y = higher up), yMin is bottom.
for (let row = 0; row < 3; row++) {
const subTop = row * 2
const subBot = row * 2 + 1
const hitTop = (yMax <= subTop) && (yMin >= subTop)
const hitBot = (yMax <= subBot) && (yMin >= subBot)
let g = AG_HB_NONE
if (hitTop && hitBot) g = AG_HB_BOTH
else if (hitTop) g = AG_HB_TOP
else if (hitBot) g = AG_HB_BOT
const idx = row * AG_LANE_W + c
if (ag_waveGlyph[idx] === g) continue
ag_waveGlyph[idx] = g
ag_color(AG_COL_LABEL, AG_COL_BG)
ag_mvprn(AG_ROW_WAVE_TOP + row, AG_COL_INSIDE_L + c, g)
}
}
}
// ── XY-scope persistence visualiser (rows 7..30) ───────────────────────────
//
// 45°-rotated vectorscope, standard convention. Each PCM sample plots at
// col = centre_col + (L R) · SX
// row = centre_row + (L + R) · SY
// giving the four canonical traces:
// in-phase mono (L = R) → vertical line ((LR)=0, (L+R) varies)
// out-of-phase mono (L=R) → horizontal line ((L+R)=0, (LR) varies)
// pure L (R = 0) → lower-right diagonal — the `\` axis
// pure R (L = 0) → lower-left diagonal — the `/` axis
// (Positive mono sits below centre because screen row increases downward.)
// The glyph per cell follows channel dominance, the cell's intensity is
// bumped on every hit, and a global decay shrinks stale traces back to zero.
//
// Wavelet energies are used as *modulators* — the design's central idea:
//
// transient → faster decay + scattered spark emission
// bass/tonal → slower decay (sustained content breathes longer)
// noise → small jitter on plot position (texture fuzz)
//
// TSVM terminal cells are ~2:1 (taller than wide); SX is set to ~2×SY so the
// scope reads roughly circular under steady mono content.
const AG_XY_CX = AG_VIS_W >> 1 // centre column inside visualiser canvas
const AG_XY_CY = AG_VIS_H >> 1 // centre row
const AG_XY_SX = 18 // (LR) → horizontal extent ±36 cells
const AG_XY_SY = 9 // (L+R) → vertical extent ±18 cells
// Glyphs.
const AG_G_DOT = 0xFA // ·
const AG_G_BSL = 0x5C // \\
const AG_G_FSL = 0x2F // /
const AG_G_XCR = 0x58 // X
const AG_G_SPK = 0x2A // *
const AG_G_HBAR = 0xC4 // ─
function ag_updateXYScope() {
// Wavelet-driven modulators, all in [0, 1].
const transient = ag_bandEnergy[AG_WL_TRANSIENT]
const noise = ag_bandEnergy[AG_WL_NOISE]
const sustain = ag_bandEnergy[AG_WL_BASS] * 0.6 + ag_bandEnergy[AG_WL_TONAL] * 0.4
// Decay: base 0.93, longer for sustained content, much shorter for sharp
// transients. Clamped so a screaming hi-hat never freezes the trails and
// a deep pad never overflows.
let decay = 0.93 + 0.05 * (sustain > 1 ? 1 : sustain)
- 0.10 * (transient > 1 ? 1 : transient)
if (decay < 0.72) decay = 0.72
if (decay > 0.985) decay = 0.985
// Decay all cells.
for (let i = 0; i < ag_persist.length; i++) {
ag_persist[i] *= decay
}
// Plot every sample in the snapshot. Step 1 keeps lines continuous
// visually; with 1024 samples per ~50 ms frame, most cells get multiple
// hits and the persistence builds the "beam" silhouette.
const SX = AG_XY_SX
const SY = AG_XY_SY
const cx = AG_XY_CX
const cy = AG_XY_CY
const jitterAmt = noise * 0.06 // noise-driven beam fuzz
const plotBoost = 0.05
for (let i = 0; i < AG_SNAPSHOT_N; i++) {
const L = ag_snapL[i]
const R = ag_snapR[i]
const mono = L + R // vertical axis ∈ [-2, 2]
const side = L - R // horizontal axis ∈ [-2, 2]
// Wavelet-driven jitter is symmetric — substitute a deterministic
// pseudo-random by mixing the snapshot index so we don't churn the
// shared Math.random() PRNG 1024× per frame.
const jx = (((i * 1103515245 + 12345) & 0xFFFF) / 65536 - 0.5) * jitterAmt
const jy = (((i * 1664525 + 1013904223) & 0xFFFF) / 65536 - 0.5) * jitterAmt
let col = cx + ((side + jx) * SX) | 0
let row = cy + ((mono + jy) * SY) | 0
if (col < 0 || col >= AG_VIS_W || row < 0 || row >= AG_VIS_H) continue
const absL = L < 0 ? -L : L
const absR = R < 0 ? -R : R
let glyph
if (absL + absR < 0.04) {
glyph = AG_G_DOT
} else if (absL > absR * 1.25) {
glyph = AG_G_BSL // L-dominant → \
} else if (absR > absL * 1.25) {
glyph = AG_G_FSL // R-dominant → /
} else {
glyph = AG_G_XCR // mixed → X
}
const idx = row * AG_VIS_W + col
let nv = ag_persist[idx] + plotBoost
if (nv > 1.0) nv = 1.0
ag_persist[idx] = nv
ag_persistGlyph[idx] = glyph
}
// Transient spark emission — when high-freq energy peaks, scatter a few
// bright `*` glyphs across the canvas. Cap at ~32 sparks to stay cheap.
if (transient > 0.32) {
const nSparks = ((transient - 0.32) * 60) | 0
for (let s = 0; s < nSparks && s < 32; s++) {
const c = (Math.random() * AG_VIS_W) | 0
const r = (Math.random() * AG_VIS_H) | 0
const idx = r * AG_VIS_W + c
if (ag_persist[idx] < 0.85) ag_persist[idx] = 0.85
ag_persistGlyph[idx] = AG_G_SPK
}
}
}
function ag_drawVisualiser() {
for (let r = 0; r < AG_VIS_H; r++) {
const rowOff = r * AG_VIS_W
const screenY = AG_ROW_VIS_TOP + r
for (let c = 0; c < AG_VIS_W; c++) {
const idx = rowOff + c
const e = ag_persist[idx]
let levelIdx = (e * 5) | 0
if (levelIdx > 4) levelIdx = 4
if (levelIdx < 0) levelIdx = 0
const glyph = (levelIdx === 0) ? 0x20 : ag_persistGlyph[idx]
const fg = AG_BEAM_PAL[levelIdx]
if (ag_cellGlyph[idx] === glyph && ag_cellFg[idx] === fg) continue
ag_cellGlyph[idx] = glyph
ag_cellFg[idx] = fg
ag_color(fg, AG_COL_BG)
ag_mvprn(screenY, AG_COL_INSIDE_L + c, glyph)
}
}
}
// ── Stereo energy bar (row 31) ─────────────────────────────────────────────
//
// Same idea as playtaud.drawStereo() but driven by raw PCM: for each sample,
// pan = side/|mid| → bin index, energy = sqrt(|mid|+|side|). Gaussian-ish
// 7-cell spread so individual sample clusters read as bars, not single spikes.
function ag_drawStereo() {
const W = AG_LANE_W
const bins = new Float32Array(W)
const N = AG_SNAPSHOT_N
for (let i = 0; i < N; i++) {
const L = ag_snapL[i]
const R = ag_snapR[i]
const mid = (L + R) * 0.5
const side = (L - R) * 0.5
const absM = mid < 0 ? -mid : mid
const absS = side < 0 ? -side : side
// Pan estimate, clamped — `side/|mid|` blows up near silence so we
// floor the denominator. This is a coarse stereo image, not a
// calibrated readout.
let pan = side / (absM + 0.02)
if (pan < -1) pan = -1; else if (pan > 1) pan = 1
const energy = Math.pow(absM + absS, 0.5)
if (energy <= 0) continue
let col = ((pan + 1) * 0.5 * (W - 1)) | 0
if (col < 0) col = 0; else if (col >= W) col = W - 1
bins[col] += energy
if (col >= 3) bins[col - 3] += energy * 0.05
if (col >= 2) bins[col - 2] += energy * 0.3
if (col >= 1) bins[col - 1] += energy * 0.75
if (col < W - 1) bins[col + 1] += energy * 0.75
if (col < W - 2) bins[col + 2] += energy * 0.3
if (col < W - 3) bins[col + 3] += energy * 0.05
}
// Calibrated for "typical" 32 kHz × 1024-sample snapshot at modest level.
const norm = 8.0 / N
for (let i = 0; i < W; i++) {
const v = bins[i] * norm
let idx = (v * 1.6) | 0
if (idx > 4) idx = 4
if (idx < 0) idx = 0
const glyph = AG_STAIRS[idx]
const fg = AG_STEREO_COL[idx]
if (ag_stereoGlyph[i] === glyph && ag_stereoFg[i] === fg) continue
ag_stereoGlyph[i] = glyph
ag_stereoFg[i] = fg
ag_color(fg, AG_COL_BG)
ag_mvprn(AG_ROW_STEREO, AG_COL_INSIDE_L + i, glyph)
}
}
// ── Public API ─────────────────────────────────────────────────────────────
//
// audioInit({ title, tag }): paint the static frame.
// title : song title shown on row 2 (left)
// tag : 3-5 char format label embedded in the top border (e.g. "WAV", "MP2")
//
// audioFeedPcm(ptr, sampleCount): hand the visualiser a fresh slice of
// PCMu8-stereo-interleaved samples (typically the freshly decoded chunk).
//
// audioSetProgress(progress, elapsedSec, totalSec): update the title-row
// progress bar. Cheap — only redraws on change.
//
// audioRender(): repaint wavescope + visualiser + stereo bar from the latest
// snapshot. Internally rate-limited to ~20 Hz so callers can invoke
// liberally without juggling frame timing.
//
// audioClose(): restore cursor + move out of the panel for a clean exit.
function audioInit(params) {
ag_initParams = params || {}
ag_lastRenderNs = 0
ag_lastProgressIdx = -1
ag_lastTimeStr = ''
for (let i = 0; i < ag_snapL.length; i++) { ag_snapL[i] = 0; ag_snapR[i] = 0 }
for (let i = 0; i < ag_persist.length; i++) ag_persist[i] = 0
ag_persistGlyph.fill(0x20)
ag_cellGlyph.fill(-1); ag_cellFg.fill(-1)
ag_waveGlyph.fill(-1)
ag_stereoGlyph.fill(-1); ag_stereoFg.fill(-1)
con.curs_set(0)
con.clear()
ag_drawFrame()
ag_drawTitle()
}
function audioSetProgress(progress, elapsedSec, totalSec) {
if (progress < 0) progress = 0; else if (progress > 1) progress = 1
ag_drawProgress(progress, elapsedSec | 0, totalSec | 0)
}
function audioRender() {
const now = sys.nanoTime()
if (now - ag_lastRenderNs < AG_RENDER_INTERVAL_NS) return
ag_lastRenderNs = now
ag_analyseHaar()
ag_updateXYScope()
ag_drawWavescope()
ag_drawVisualiser()
ag_drawStereo()
}
function audioClose() {
con.move(AG_ROW_BOT_BORDER + 1, 1)
con.curs_set(1)
}
// ── Exit polling ───────────────────────────────────────────────────────────
// Mirror the Backspace-to-quit convention already in playtaud.
function audioIsExitRequested() {
sys.poke(-40, 1)
return sys.peek(-41) === 67
}
exports = {
clearSubtitleArea,
displaySubtitle,
printTopBar,
printBottomBar
printBottomBar,
audioInit,
audioFeedPcm,
audioSetProgress,
audioRender,
audioClose,
audioIsExitRequested
}