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1 /*
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2 ____ _____ _ _
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3 | __ )| ____| | / \
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4 | _ \| _| | | / _ \
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5 | |_) | |___| |___ / ___ \
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6 |____/|_____|_____/_/ \_\.io
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7
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8 */
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9
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andrewm@0
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10 /*
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11 * render.cpp
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12 *
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13 * Created on: Oct 24, 2014
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14 * Author: parallels
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15 */
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16
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robert@372
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17 /**
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18 \example 1_basic_helloworld
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19
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20 Producing your first bleep!
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21 ---------------------------
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22
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23 This sketch is the hello world of embedded interactive audio. Better known as bleep, it
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24 produces a sine tone.
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25
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26 The frequency of the sine tone is determined by a global variable, `gFrequency`
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27 (line 12). The sine tone is produced by incrementing the phase of a sin function
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28 on every audio frame.
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29
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30 In render() you'll see a nested for loop structure. You'll see this in all Bela projects.
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31 The first for loop cycles through 'audioFrames', the second through 'audioChannels' (in this case left 0 and right 1).
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32 It is good to familiarise yourself with this structure as it's fundamental to producing sound with the system.
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33 */
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34
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giuliomoro@301
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35 #include <Bela.h>
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36 #include <cmath>
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37
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38 float gFrequency = 440.0;
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39 float gPhase;
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40 float gInverseSampleRate;
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41
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42 // setup() is called once before the audio rendering starts.
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43 // Use it to perform any initialisation and allocation which is dependent
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44 // on the period size or sample rate.
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45 //
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46 // userData holds an opaque pointer to a data structure that was passed
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47 // in from the call to initAudio().
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48 //
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49 // Return true on success; returning false halts the program.
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50
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giuliomoro@301
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51 bool setup(BelaContext *context, void *userData)
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52 {
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53 // Retrieve a parameter passed in from the initAudio() call
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54 if(userData != 0)
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55 gFrequency = *(float *)userData;
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56
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57 gInverseSampleRate = 1.0 / context->audioSampleRate;
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58 gPhase = 0.0;
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59
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60 return true;
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61 }
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62
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63 // render() is called regularly at the highest priority by the audio engine.
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64 // Input and output are given from the audio hardware and the other
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65 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
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66 // will be 0.
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67
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68 void render(BelaContext *context, void *userData)
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69 {
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70 for(unsigned int n = 0; n < context->audioFrames; n++) {
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71 float out = 0.8f * sinf(gPhase);
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72 gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
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73 if(gPhase > 2.0 * M_PI)
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74 gPhase -= 2.0 * M_PI;
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75
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giuliomoro@180
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76 for(unsigned int channel = 0; channel < context->audioChannels; channel++) {
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77 // Two equivalent ways to write this code
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78
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79 // The long way, using the buffers directly:
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80 // context->audioOut[n * context->audioChannels + channel] = out;
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81
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82 // Or using the macros:
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83 audioWrite(context, n, channel, out);
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84 }
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85 }
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86 }
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87
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88 // cleanup() is called once at the end, after the audio has stopped.
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89 // Release any resources that were allocated in setup().
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90
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giuliomoro@301
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91 void cleanup(BelaContext *context, void *userData)
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92 {
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93
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94 }
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