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1 /*
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2 * render.cpp
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3 *
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4 * Created on: Oct 24, 2014
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5 * Author: parallels
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6 */
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7
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8 #include "../../include/RTAudioSettings.h"
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9 #include "../../include/render.h"
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10 #include <cmath>
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11 #include "../../include/client.h"
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12 #include "../../include/RTAudio.h" // to schedule lower prio parallel process
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13 #include <rtdk.h>
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14 #include <native/timer.h>
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15 #include "../../include/PRU.h"
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16 float gFrequency;
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17 float gPhase;
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18 float gInverseSampleRate;
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19 int gCount=0;
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20 networkData networkObject;
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21 networkAudio netAudio;
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22 extern PRU *gPRU;
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23 AuxiliaryTask printIntervalTask;
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24 AuxiliaryTask transmitReceiveAudioTask;
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25 void transmitReceiveData(){ //transmit and receive asynchronous messages
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26 // printf("transmitReceiveData auxiliary task has started\n");
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27 // while(!gShouldStop){
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28 // sendMessage(&networkObject);
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29 // receiveMessage(networkObject);
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30 // usleep(1000);
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31 // }
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32 // closeSockets();
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33 }
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34
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35 void transmitReceiveAudio(){ //transmit and receive audio buffers
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36 sendAudio(&netAudio);
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37 }
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38
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39
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40 // initialise_render() is called once before the audio rendering starts.
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41 // Use it to perform any initialisation and allocation which is dependent
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42 // on the period size or sample rate.
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43 //
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44 // userData holds an opaque pointer to a data structure that was passed
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45 // in from the call to initAudio().
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46 //
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47 // Return true on success; returning false halts the program.
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48 bool initialise_render(int numMatrixChannels, int numDigitalChannels, int numAudioChannels,
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49 int numMatrixFramesPerPeriod,
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50 int numAudioFramesPerPeriod,
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51 float matrixSampleRate, float audioSampleRate,
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52 void *userData, RTAudioSettings *settings)
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53 {
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54 // Retrieve a parameter passed in from the initAudio() call
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55 gFrequency = *(float *)userData;
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56
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57 gInverseSampleRate = 1.0 / audioSampleRate;
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58 gPhase = 0.0;
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59
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60 // networkObject.counter=&gCount;
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61 // networkObject.variables[0]=&gFrequency;
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62 // networkObject.variables[1]=&gPhase;
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63 // networkObject.numVariables=2;
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64 // netAudio.doneOnTime=1;
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65 // netAudio.index=0;
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66 // netAudio.currentBuffer=0;
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67 // setupSockets(settings->receivePort, settings->transmitPort, settings->serverName);
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68 //// transmitReceiveDataTask=createAuxiliaryTaskLoop(*transmitReceiveData, 10, "transmit-receive-data");
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69 //// scheduleAuxiliaryTask(transmitReceiveDataTask); //here it does not work
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70 // transmitReceiveAudioTask=createAuxiliaryTaskLoop(*transmitReceiveAudio, 98, "transmit-receive-audio");
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71 return true;
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72 }
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73
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74 // render() is called regularly at the highest priority by the audio engine.
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75 // Input and output are given from the audio hardware and the other
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76 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
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77 // will be 0.
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78
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79 void render(int numAnalogFrames, int numAudioFrames, int numDigitalFrames, float *audioIn, float *audioOut,
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80 float *analogIn, float *analogOut, uint32_t *digital)
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81 {
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82 for(int n = 0; n < numAudioFrames; n++) {
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83 float out = 0.7f * sinf(gPhase);
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84 float fake=0.1;
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85 for(int a=0; a<24; a++){
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86 fake = 0.7f * sinf(fake+out);
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87 }
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88 fake/=1000000000000000;
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89 gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
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90 if(gPhase > 2.0 * M_PI)
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91 gPhase -= 2.0 * M_PI;
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92
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93 // for(int channel = 0; channel < gNumAudioChannels; channel++)
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94 // audioOut[n * gNumAudioChannels + channel] = audioIn[n * gNumAudioChannels + 0]+audioIn[n * gNumAudioChannels + 1];
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95 audioOut[n * gNumAudioChannels] = fake*0.0000000001;
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96 audioOut[n * gNumAudioChannels+1]=out;
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97 if(0==gCount){
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98 // scheduleAuxiliaryTask(transmitReceiveDataTask);
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99 }
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100 // if(netAudio.index==(NETWORK_AUDIO_BUFFER_SIZE)){ // when the buffer is ready ...
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101 // netAudio.index=0; //reset the counter
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102 // if(netAudio.doneOnTime==0)
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103 // rt_printf("Network buffer underrun :-{\n");
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104 // netAudio.timestamp=gCount;
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105 // netAudio.currentBuffer=!netAudio.currentBuffer; //switch buffer
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106 // netAudio.doneOnTime=0;
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107 // scheduleAuxiliaryTask(transmitReceiveAudioTask); //send the buffer
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108 // }
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109 // netAudio.buffers[netAudio.currentBuffer][netAudio.index++]=audioOut[n*gNumAudioChannels + 0];//copy channel 0 to the buffer
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110 gCount++;
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111 }
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112 }
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113
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114 // cleanup_render() is called once at the end, after the audio has stopped.
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115 // Release any resources that were allocated in initialise_render().
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116
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117 void cleanup_render()
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118 {
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119 // closeSockets();
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120 }
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