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Since the DOS version has nicer integration with the editor, we'll base it off the DOS PC speaker interface: - sound(f); delay(d); -> audio_square(f, d); - nosound(f); delay(d); -> audio_silence(f, d);
Rather than allocating and reallocating a monster buffer of the entire audio stream, generate it on demand from a smaller buffer of notes. This still needs: - callback emits an event to tell the player it needs more notes - wait until buffer is drained before closing audio It would also be nice to make a less harsh waveform. It should be relatively simple to add polybleps on the samples surrounding the transition.
- Fix rendering rests (wasn't writing silence to buffer) - Request more notes when buffer running low - Drain the buffer before closing the device
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Add DOS-like sound functions to the display interface so that both DOS and SDL can use the same music player in the text editor.
This finally lets SDL follow along with the playing music like DOS does.