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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
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9 #include "../../include/render.h"
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10 #include "../../include/Utilities.h"
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11 #include <rtdk.h>
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12 #include <cmath>
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13
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14 float gPhase;
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15 float gInverseSampleRate;
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16 int gMatrixFramesPerAudioFrame;
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17
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18 // These settings are carried over from main.cpp
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19 // Setting global variables is an alternative approach
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20 // to passing a structure to userData in initialise_render()
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21
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22 extern int gSensorInputFrequency;
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23 extern int gSensorInputAmplitude;
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24
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25 // initialise_render() is called once before the audio rendering starts.
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26 // Use it to perform any initialisation and allocation which is dependent
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27 // on the period size or sample rate.
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28 //
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29 // userData holds an opaque pointer to a data structure that was passed
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30 // in from the call to initAudio().
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31 //
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32 // Return true on success; returning false halts the program.
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33
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34 bool initialise_render(int numMatrixChannels, int numAudioChannels,
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35 int numMatrixFramesPerPeriod,
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36 int numAudioFramesPerPeriod,
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37 float matrixSampleRate, float audioSampleRate,
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38 void *userData)
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39 {
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40 if(numMatrixFramesPerPeriod == 0 || numMatrixFramesPerPeriod > numAudioFramesPerPeriod) {
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41 rt_printf("Error: this example needs the matrix enabled, with 4 or 8 channels\n");
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42 return false;
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43 }
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44
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45 gMatrixFramesPerAudioFrame = numAudioFramesPerPeriod / numMatrixFramesPerPeriod;
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46 gInverseSampleRate = 1.0 / audioSampleRate;
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47 gPhase = 0.0;
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48
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49 return true;
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50 }
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51
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52 // render() is called regularly at the highest priority by the audio engine.
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53 // Input and output are given from the audio hardware and the other
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54 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
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55 // will be 0.
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56
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57 void render(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut,
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58 uint16_t *matrixIn, uint16_t *matrixOut)
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59 {
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60 float frequency = 0;
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61 float amplitude = 0;
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62
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63 // There are twice as many audio frames as matrix frames since audio sample rate
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64 // is twice as high
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65
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66 for(int n = 0; n < numAudioFrames; n++) {
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67 if(!(n % gMatrixFramesPerAudioFrame)) {
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68 // Even audio samples: update frequency and amplitude from the matrix
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69 frequency = map(analogRead(gSensorInputFrequency, n/gMatrixFramesPerAudioFrame), 0, MATRIX_MAX, 100, 1000);
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70 amplitude = (float)analogRead(gSensorInputAmplitude, n/gMatrixFramesPerAudioFrame) / MATRIX_MAX;
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71 }
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72
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73 float out = amplitude * sinf(gPhase);
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74
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75 for(int channel = 0; channel < gNumAudioChannels; channel++)
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76 audioOut[n * gNumAudioChannels + channel] = out;
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77
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78 gPhase += 2.0 * M_PI * frequency * gInverseSampleRate;
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79 if(gPhase > 2.0 * M_PI)
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80 gPhase -= 2.0 * M_PI;
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81 }
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82 }
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83
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84 // cleanup_render() is called once at the end, after the audio has stopped.
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85 // Release any resources that were allocated in initialise_render().
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86
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87 void cleanup_render()
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88 {
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89
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90 }
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