1.7 KiB
1.7 KiB
| id | ticket | title | created | tags | ||
|---|---|---|---|---|---|---|
| LSN-0010 | legacy-runtime-learn-import | Audio Mental Model | 2026-03-27 |
|
Audio Mental Model
Status: pedagogical
Companion spec: ../specs/05-audio-peripheral.md
The right mental model for audio in PROMETEU is an active peripheral with a budget, not "automatic sound".
Philosophy
Sound:
- consumes time;
- consumes memory;
- uses finite channels;
- depends on explicit commands.
That brings PROMETEU closer to classic consoles and arcades where the game "talks" to an audio block with its own rules.
Audio CPU Metaphor
A useful metaphor is:
[Game CPU] -> sends commands at 60 Hz -> [AUDIO Peripheral]
|
v
Voices + Mixer
|
v
PCM Output
This metaphor does not require a dedicated thread. It only separates responsibilities:
- the machine defines the logical model;
- the host decides how to deliver continuous buffers;
- the game speaks in commands, not direct backend manipulation.
Good Habits
- reuse samples;
- limit simultaneous voices;
- treat sound as an intentional event;
- separate music and effects;
- avoid triggering the same sound every frame.
Historical Direction
The main influences here are:
- NES, for the clarity of limited channels;
- SNES, for sample playback and mixing;
- CPS-2 and Neo Geo, for the feeling of headroom and sample presence.
PROMETEU abstracts those references. It does not try to reproduce any of those systems literally.