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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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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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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 The important thing to notice is the nested `for` loop structure. You will see
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31 this in all Bela projects and in most digital audio applications. The first `for`
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32 loop cycles through the audio frames, the second through each of the audio
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33 channels (in this case left 0 and right 1). It is good to familiarise yourself
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34 with this structure as it is fundamental to producing sound with the system.
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35 */
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36
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37
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38 #include <BeagleRT.h>
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39 #include <cmath>
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40 #include <Utilities.h>
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41
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42 float gFrequency = 440.0;
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43 float gPhase;
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44 float gInverseSampleRate;
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45
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46 // setup() is called once before the audio rendering starts.
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47 // Use it to perform any initialisation and allocation which is dependent
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48 // on the period size or sample rate.
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49 //
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50 // userData holds an opaque pointer to a data structure that was passed
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51 // in from the call to initAudio().
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52 //
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53 // Return true on success; returning false halts the program.
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54 bool setup(BeagleRTContext *context, void *userData)
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55 {
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56 // Retrieve a parameter passed in from the initAudio() call
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57 if(userData != 0)
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58 gFrequency = *(float *)userData;
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59
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60 gInverseSampleRate = 1.0 / context->audioSampleRate;
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61 gPhase = 0.0;
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62
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63 return true;
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64 }
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65
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66 // render() is called regularly at the highest priority by the audio engine.
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67 // Input and output are given from the audio hardware and the other
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68 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
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69 // will be 0.
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70
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71 void render(BeagleRTContext *context, void *userData)
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72 {
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73 for(unsigned int n = 0; n < context->audioFrames; n++) {
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74 float out = 0.8f * sinf(gPhase);
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75 gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
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76 if(gPhase > 2.0 * M_PI)
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77 gPhase -= 2.0 * M_PI;
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78
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79 for(unsigned int channel = 0; channel < context->audioChannels; channel++) {
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80 // Two equivalent ways to write this code
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81
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82 // The long way, using the buffers directly:
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83 // context->audioOut[n * context->audioChannels + channel] = out;
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84
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85 // Or using the macros:
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86 audioWriteFrame(context, n, channel, out);
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87 }
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88 }
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89 }
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90
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91 // cleanup() is called once at the end, after the audio has stopped.
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92 // Release any resources that were allocated in setup().
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93
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94 void cleanup(BeagleRTContext *context, void *userData)
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95 {
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96
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97 }
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