annotate projects/basic_sensor/render.cpp @ 5:09f03ac40fcc

API improvements and cleanups. Now all common audio command-line options can be parsed automatically.
author andrewm
date Sat, 08 Nov 2014 16:16:55 +0100
parents 8a575ba3ab52
children a6beeba3a648
rev   line source
andrewm@0 1 /*
andrewm@0 2 * render.cpp
andrewm@0 3 *
andrewm@0 4 * Created on: Oct 24, 2014
andrewm@0 5 * Author: parallels
andrewm@0 6 */
andrewm@0 7
andrewm@0 8
andrewm@0 9 #include "../../include/render.h"
andrewm@0 10 #include "../../include/Utilities.h"
andrewm@0 11 #include <rtdk.h>
andrewm@0 12 #include <cmath>
andrewm@0 13
andrewm@0 14 float gPhase;
andrewm@0 15 float gInverseSampleRate;
andrewm@0 16 int gNumChannels;
andrewm@0 17
andrewm@0 18 // These settings are carried over from main.cpp
andrewm@0 19 // Setting global variables is an alternative approach
andrewm@0 20 // to passing a structure to userData in initialise_render()
andrewm@0 21
andrewm@0 22 extern int gSensorInputFrequency;
andrewm@0 23 extern int gSensorInputAmplitude;
andrewm@0 24
andrewm@0 25 // initialise_render() is called once before the audio rendering starts.
andrewm@0 26 // Use it to perform any initialisation and allocation which is dependent
andrewm@0 27 // on the period size or sample rate.
andrewm@0 28 //
andrewm@0 29 // userData holds an opaque pointer to a data structure that was passed
andrewm@0 30 // in from the call to initAudio().
andrewm@0 31 //
andrewm@0 32 // Return true on success; returning false halts the program.
andrewm@0 33
andrewm@0 34 bool initialise_render(int numChannels, int numMatrixFramesPerPeriod,
andrewm@0 35 int numAudioFramesPerPeriod, float matrixSampleRate,
andrewm@0 36 float audioSampleRate, void *userData)
andrewm@0 37 {
andrewm@0 38 if(numMatrixFramesPerPeriod*2 != numAudioFramesPerPeriod) {
andrewm@0 39 rt_printf("Error: this example needs the matrix enabled, running at half audio rate\n");
andrewm@0 40 return false;
andrewm@0 41 }
andrewm@0 42
andrewm@0 43 gNumChannels = numChannels;
andrewm@0 44 gInverseSampleRate = 1.0 / audioSampleRate;
andrewm@0 45 gPhase = 0.0;
andrewm@0 46
andrewm@0 47 return true;
andrewm@0 48 }
andrewm@0 49
andrewm@0 50 // render() is called regularly at the highest priority by the audio engine.
andrewm@0 51 // Input and output are given from the audio hardware and the other
andrewm@0 52 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
andrewm@0 53 // will be 0.
andrewm@0 54
andrewm@0 55 void render(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut,
andrewm@0 56 uint16_t *matrixIn, uint16_t *matrixOut)
andrewm@0 57 {
andrewm@0 58 float frequency = 0;
andrewm@0 59 float amplitude = 0;
andrewm@0 60
andrewm@0 61 // There are twice as many audio frames as matrix frames since audio sample rate
andrewm@0 62 // is twice as high
andrewm@0 63
andrewm@0 64 for(int n = 0; n < numAudioFrames; n++) {
andrewm@0 65 if(!(n % 2)) {
andrewm@0 66 // Even audio samples: update frequency and amplitude from the matrix
andrewm@5 67 frequency = map((float)analogRead(gSensorInputFrequency, n/2), 0, MATRIX_MAX, 100, 1000);
andrewm@5 68 amplitude = (float)analogRead(gSensorInputAmplitude, n/2) / MATRIX_MAX;
andrewm@0 69 }
andrewm@0 70
andrewm@0 71 float out = amplitude * sinf(gPhase);
andrewm@0 72
andrewm@0 73 for(int channel = 0; channel < gNumChannels; channel++)
andrewm@0 74 audioOut[n * gNumChannels + channel] = out;
andrewm@0 75
andrewm@0 76 gPhase += 2.0 * M_PI * frequency * gInverseSampleRate;
andrewm@0 77 if(gPhase > 2.0 * M_PI)
andrewm@0 78 gPhase -= 2.0 * M_PI;
andrewm@0 79 }
andrewm@0 80 }
andrewm@0 81
andrewm@0 82 // cleanup_render() is called once at the end, after the audio has stopped.
andrewm@0 83 // Release any resources that were allocated in initialise_render().
andrewm@0 84
andrewm@0 85 void cleanup_render()
andrewm@0 86 {
andrewm@0 87
andrewm@0 88 }