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libsidgpu

v0.1.0

Published

WebGL 2 Commodore 64 SID (MOS 8580) sound chip synthesizer

Readme

libsidgpu WebGL 2 Host

libsidgpu is a WebGL 2 synthesizer modeled after the Commodore 64 MOS 8580 SID chip. It runs the three SID voices (triangle, sawtooth, pulse, and LFSR noise waveforms, with ADSR envelopes, hard sync, and ring modulation) and the multimode resonant filter in GLSL fragment shaders, rendering mono PCM blocks from sample-timestamped register writes.

Installation

npm install libsidgpu

The synthesis engine runs in a browser with WebGL 2. Audio playback uses the Web Audio API. Serve the application over HTTPS or localhost when using AudioWorklet.

Play a Tone

This example renders one second of a 440 Hz sawtooth, releases the note after 750 ms, and plays the completed buffer.

Call playTone() from a button's click handler and handle its rejected promise to display errors in your application.

import { CONTROL, SIDEngine, frequencyRegister } from 'libsidgpu';

async function playTone() {
  const audio = new AudioContext();
  let engine: SIDEngine | undefined;
  try {
    await audio.resume();
    engine = new SIDEngine(audio.sampleRate);

    const frequency = frequencyRegister(440);
    engine.writeRegister(0, frequency & 255);
    engine.writeRegister(1, frequency >> 8);
    engine.writeRegister(5, 0x00);
    engine.writeRegister(6, 0xf0);
    engine.writeRegister(4, CONTROL.SAW | CONTROL.GATE);
    engine.writeRegister(24, 15);
    engine.schedule(Math.round(audio.sampleRate * 0.75), {
      type: 'register-write',
      address: 4,
      value: CONTROL.SAW,
    });

    const buffer = audio.createBuffer(1, Math.round(audio.sampleRate), audio.sampleRate);
    const samples = buffer.getChannelData(0);
    let received = 0;

    while (received < samples.length) {
      while (engine.nextSample < samples.length && engine.readback.count < 4) {
        engine.render();
      }
      for (const block of engine.readback.poll()) {
        const count = Math.min(block.samples.length, samples.length - received);
        samples.set(block.samples.subarray(0, count), received);
        received += count;
      }
      if (received < samples.length) {
        await new Promise(resolve => setTimeout(resolve, 1));
      }
    }

    const source = audio.createBufferSource();
    source.buffer = buffer;
    source.connect(audio.destination);
    source.onended = () => { void audio.close(); };
    source.start();
  } catch (error) {
    await audio.close();
    throw error;
  } finally {
    engine?.dispose();
  }
}

API Reference

The WebGL 2 API documents SIDEngine, event scheduling and PCM utilities, including continuous playback with AudioWorklet.

Build

From the repository root:

npm ci
npm run build --workspace hosts/webgl