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Dejvino 2026-02-27 19:55:28 +01:00
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noicesynth_linux
miniaudio.h

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# NoiceSynth Linux Emulator
This folder contains a Linux-based prototype for the NoiceSynth engine. It allows you to develop and visualize the DSP code on a desktop computer before deploying it to the RP2040 hardware.
## Architecture
* **Engine (`synth_engine.cpp`):** The exact same C++ code used on the microcontroller. It uses fixed-point math (or integer-based phase accumulation) to generate audio.
* **Host (`main.cpp`):** A Linux wrapper that uses:
* **Miniaudio:** For cross-platform audio output.
* **SDL2:** For real-time oscilloscope visualization.
## Quick Start (Distrobox)
If you don't want to install dependencies manually, use the included script. It creates a lightweight container, installs the tools, and compiles the project.
1. Ensure you have `distrobox` and a container engine (Docker or Podman) installed.
2. Run the build script:
```bash
./compile_with_distrobox.sh
```
3. Run the synthesizer:
```bash
./noicesynth_linux
```
## Manual Build
If you prefer to build directly on your host machine:
1. **Install Dependencies:**
* **Debian/Ubuntu:** `sudo apt install build-essential libsdl2-dev wget`
* **Fedora:** `sudo dnf install gcc-c++ SDL2-devel wget`
* **Arch:** `sudo pacman -S base-devel sdl2 wget`
2. **Download Miniaudio:**
```bash
wget https://raw.githubusercontent.com/mackron/miniaudio/master/miniaudio.h
```
3. **Compile:**
```bash
make
```

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# Compiler and flags
CXX = g++
CXXFLAGS = -std=c++17 -Wall -Wextra -I. $(shell sdl2-config --cflags)
LDFLAGS = -ldl -lm -lpthread $(shell sdl2-config --libs)
# Source files
SRCS = main.cpp synth_engine.cpp
# Output binary
TARGET = noicesynth_linux
all: $(TARGET)
$(TARGET): $(SRCS)
$(CXX) $(CXXFLAGS) -o $(TARGET) $(SRCS) $(LDFLAGS)
clean:
rm -f $(TARGET)

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#!/bin/bash
set -e
# Configuration
CONTAINER_NAME="noicesynth-builder"
IMAGE="archlinux:latest"
# 1. Check for Distrobox
if ! command -v distrobox &> /dev/null; then
echo "Error: distrobox is not installed on your system."
exit 1
fi
# 2. Create Container (if it doesn't exist)
# We use Arch Linux for easy access to latest toolchains and SDL2
if ! distrobox list | grep -q "$CONTAINER_NAME"; then
echo "Creating container '$CONTAINER_NAME'..."
distrobox create --image "$IMAGE" --name "$CONTAINER_NAME" --yes
fi
# 3. Execute Build Inside Container
PROJECT_DIR=$(pwd)
echo "Entering container to build..."
distrobox enter "$CONTAINER_NAME" --additional-flags "--workdir $PROJECT_DIR" -- sh -c '
set -e # Ensure script exits on error inside the container too
# A. Install Dependencies (only if missing)
# We check for sdl2-config and wget to see if dev tools are present
if ! command -v sdl2-config &> /dev/null || ! command -v wget &> /dev/null; then
echo "Installing compiler and libraries..."
sudo pacman -Syu --noconfirm base-devel sdl2 wget
fi
# B. Download miniaudio.h (if missing)
if [ ! -f miniaudio.h ]; then
echo "Downloading miniaudio.h..."
wget https://raw.githubusercontent.com/mackron/miniaudio/master/miniaudio.h
fi
# C. Compile
echo "Compiling Project..."
make
'
echo "Build Success! Run ./noicesynth_linux to start the synth."

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#define MINIAUDIO_IMPLEMENTATION
#include "miniaudio.h"
#include <SDL2/SDL.h>
#include <vector>
#include <atomic>
#include "synth_engine.h" // Include our portable engine
#include <stdio.h>
// --- Configuration ---
const uint32_t SAMPLE_RATE = 44100;
const uint32_t CHANNELS = 1; // Mono
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;
// --- Visualization Buffer ---
const size_t VIS_BUFFER_SIZE = 8192;
std::vector<int16_t> vis_buffer(VIS_BUFFER_SIZE, 0);
std::atomic<size_t> vis_write_index{0};
// --- Global Synth Engine Instance ---
// The audio callback needs access to our synth, so we make it global.
SynthEngine engine(SAMPLE_RATE);
/**
* @brief The audio callback function that miniaudio will call.
*
* This function acts as the bridge between the audio driver and our synth engine.
* It asks the engine to fill the audio buffer provided by the driver.
*/
void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount) {
(void)pDevice; // Unused
(void)pInput; // Unused
// Cast the output buffer to the format our engine expects (int16_t).
int16_t* pOutputS16 = (int16_t*)pOutput;
// Tell our engine to process `frameCount` samples and fill the buffer.
engine.process(pOutputS16, frameCount);
// Copy to visualization buffer
size_t idx = vis_write_index.load(std::memory_order_relaxed);
for (ma_uint32 i = 0; i < frameCount; ++i) {
vis_buffer[idx] = pOutputS16[i];
idx = (idx + 1) % VIS_BUFFER_SIZE;
}
vis_write_index.store(idx, std::memory_order_relaxed);
}
int main(int argc, char* argv[]) {
(void)argc; (void)argv;
// --- Init SDL ---
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
return -1;
}
SDL_Window* window = SDL_CreateWindow("NoiceSynth Scope", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
if (!window) return -1;
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer) return -1;
ma_device_config config = ma_device_config_init(ma_device_type_playback);
config.playback.format = ma_format_s16; // Must match our engine's output format
config.playback.channels = CHANNELS;
config.sampleRate = SAMPLE_RATE;
config.dataCallback = data_callback;
ma_device device;
if (ma_device_init(NULL, &config, &device) != MA_SUCCESS) {
printf("Failed to initialize playback device.\n");
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return -1;
}
printf("Device Name: %s\n", device.playback.name);
ma_device_start(&device);
// --- Main Loop ---
bool quit = false;
SDL_Event e;
while (!quit) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
quit = true;
}
}
// Clear screen
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Draw Waveform
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); // Green
// Determine read position (snapshot atomic write index)
size_t write_idx = vis_write_index.load(std::memory_order_relaxed);
// Find trigger (zero crossing) to stabilize the display
// Look back from write_idx to find a stable point
size_t search_start_offset = 2000;
size_t read_idx = (write_idx + VIS_BUFFER_SIZE - search_start_offset) % VIS_BUFFER_SIZE;
// Simple trigger search: find crossing from negative to positive
for (size_t i = 0; i < 1000; ++i) {
int16_t s1 = vis_buffer[read_idx];
size_t next_idx = (read_idx + 1) % VIS_BUFFER_SIZE;
int16_t s2 = vis_buffer[next_idx];
if (s1 <= 0 && s2 > 0) {
read_idx = next_idx; // Found trigger
break;
}
read_idx = next_idx;
}
// Draw points
int prev_x = 0;
int prev_y = WINDOW_HEIGHT / 2;
for (int x = 0; x < WINDOW_WIDTH; ++x) {
int16_t sample = vis_buffer[read_idx];
read_idx = (read_idx + 1) % VIS_BUFFER_SIZE;
// Map 16-bit sample (-32768 to 32767) to screen height
// Invert Y because screen Y grows downwards
int y = WINDOW_HEIGHT / 2 - (sample * (WINDOW_HEIGHT / 2) / 32768);
if (x > 0) {
SDL_RenderDrawLine(renderer, prev_x, prev_y, x, y);
}
prev_x = x;
prev_y = y;
}
SDL_RenderPresent(renderer);
}
ma_device_uninit(&device);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

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#include "synth_engine.h"
SynthEngine::SynthEngine(uint32_t sampleRate)
: _sampleRate(sampleRate),
_phase(0),
_increment(0)
{
// Initialize with a default frequency
setFrequency(440.0f);
}
void SynthEngine::setFrequency(float freq) {
// Calculate the phase increment for a given frequency.
// The phase accumulator is a 32-bit unsigned integer (0 to 2^32 - 1).
// One full cycle of the accumulator represents one cycle of the waveform.
// increment = (frequency * 2^32) / sampleRate
// We use a 64-bit intermediate calculation to prevent overflow.
_increment = static_cast<uint32_t>((static_cast<uint64_t>(freq) << 32) / _sampleRate);
}
void SynthEngine::process(int16_t* buffer, uint32_t numFrames) {
for (uint32_t i = 0; i < numFrames; ++i) {
// 1. Advance the phase. Integer overflow automatically wraps it,
// which is exactly what we want for a continuous oscillator.
_phase += _increment;
// 2. Generate the sample. For a sawtooth wave, the sample value is
// directly proportional to the phase. We take the top 16 bits
// of the 32-bit phase accumulator to get a signed 16-bit sample.
int16_t sample = static_cast<int16_t>(_phase >> 16);
// 3. Write the sample to the buffer.
buffer[i] = sample;
}
}

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#ifndef SYNTH_ENGINE_H
#define SYNTH_ENGINE_H
#include <stdint.h>
/**
* @class SynthEngine
* @brief A portable, platform-agnostic synthesizer engine.
*
* This class contains the core digital signal processing (DSP) logic.
* It has no dependencies on any specific hardware, OS, or audio API.
* It works by filling a provided buffer with 16-bit signed audio samples.
*
* The oscillator uses a 32-bit unsigned integer as a phase accumulator,
* which is highly efficient and avoids floating-point math in the audio loop,
* making it ideal for the RP2040.
*/
class SynthEngine {
public:
/**
* @brief Constructs the synthesizer engine.
* @param sampleRate The audio sample rate in Hz (e.g., 44100).
*/
SynthEngine(uint32_t sampleRate);
/**
* @brief Fills a buffer with audio samples. This is the main audio callback.
* @param buffer Pointer to the output buffer to be filled.
* @param numFrames The number of audio frames (samples) to generate.
*/
void process(int16_t* buffer, uint32_t numFrames);
/**
* @brief Sets the frequency of the oscillator.
* @param freq The frequency in Hz.
*/
void setFrequency(float freq);
private:
uint32_t _sampleRate;
uint32_t _phase; // Phase accumulator for the oscillator.
uint32_t _increment; // Phase increment per sample, determines frequency.
};
#endif // SYNTH_ENGINE_H