annotate projects/basic/render.cpp @ 39:638bc1ae2500 staging

Improved readibility of the DIGITAL code in the PRU, using register names instead of aliases and expanding some of the macros, removing unused macros. Binaries were not modified
author Giulio Moro <giuliomoro@yahoo.it>
date Wed, 13 May 2015 12:18:10 +0100
parents ad5cd8dd99b3
children 579c86316008
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 <cmath>
andrewm@0 11
andrewm@0 12 float gFrequency;
andrewm@0 13 float gPhase;
andrewm@0 14 float gInverseSampleRate;
andrewm@0 15
andrewm@0 16 // initialise_render() is called once before the audio rendering starts.
andrewm@0 17 // Use it to perform any initialisation and allocation which is dependent
andrewm@0 18 // on the period size or sample rate.
andrewm@0 19 //
andrewm@0 20 // userData holds an opaque pointer to a data structure that was passed
andrewm@0 21 // in from the call to initAudio().
andrewm@0 22 //
andrewm@0 23 // Return true on success; returning false halts the program.
andrewm@0 24
giuliomoro@24 25 bool initialise_render(int numMatrixChannels, int numDigitalChannels, int numAudioChannels,
andrewm@12 26 int numMatrixFramesPerPeriod,
andrewm@12 27 int numAudioFramesPerPeriod,
andrewm@12 28 float matrixSampleRate, float audioSampleRate,
giuliomoro@24 29 void *userData, RTAudioSettings* settings)
andrewm@0 30 {
andrewm@0 31 // Retrieve a parameter passed in from the initAudio() call
andrewm@0 32 gFrequency = *(float *)userData;
andrewm@0 33
andrewm@0 34 gInverseSampleRate = 1.0 / audioSampleRate;
andrewm@0 35 gPhase = 0.0;
andrewm@0 36
andrewm@0 37 return true;
andrewm@0 38 }
andrewm@0 39
andrewm@0 40 // render() is called regularly at the highest priority by the audio engine.
andrewm@0 41 // Input and output are given from the audio hardware and the other
andrewm@0 42 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
andrewm@0 43 // will be 0.
andrewm@0 44
giuliomoro@24 45 void render(int numAnalogFrames, int numAudioFrames, int numDigitalFrames, float *audioIn, float *audioOut,
giuliomoro@24 46 float *analogIn, float *analogOut, uint32_t *digital)
andrewm@0 47 {
andrewm@0 48 for(int n = 0; n < numAudioFrames; n++) {
andrewm@0 49 float out = 0.8f * sinf(gPhase);
andrewm@0 50 gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
andrewm@0 51 if(gPhase > 2.0 * M_PI)
andrewm@0 52 gPhase -= 2.0 * M_PI;
andrewm@0 53
andrewm@13 54 for(int channel = 0; channel < gNumAudioChannels; channel++)
andrewm@13 55 audioOut[n * gNumAudioChannels + channel] = out;
andrewm@0 56 }
andrewm@0 57 }
andrewm@0 58
andrewm@0 59 // cleanup_render() is called once at the end, after the audio has stopped.
andrewm@0 60 // Release any resources that were allocated in initialise_render().
andrewm@0 61
andrewm@0 62 void cleanup_render()
andrewm@0 63 {
andrewm@0 64
andrewm@0 65 }