Mercurial > hg > beaglert
comparison projects/basic_passthru/render.cpp @ 13:6adb088196a7
Fixed ADC bug; added a simple passthrough test
author | andrewm |
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date | Fri, 23 Jan 2015 15:17:09 +0000 |
parents | |
children | a6d223473ea2 |
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12:a6beeba3a648 | 13:6adb088196a7 |
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1 /* | |
2 * render.cpp | |
3 * | |
4 * Created on: Oct 24, 2014 | |
5 * Author: parallels | |
6 */ | |
7 | |
8 | |
9 #include "../../include/render.h" | |
10 #include "../../include/Utilities.h" | |
11 #include <rtdk.h> | |
12 | |
13 // initialise_render() is called once before the audio rendering starts. | |
14 // Use it to perform any initialisation and allocation which is dependent | |
15 // on the period size or sample rate. | |
16 // | |
17 // userData holds an opaque pointer to a data structure that was passed | |
18 // in from the call to initAudio(). | |
19 // | |
20 // Return true on success; returning false halts the program. | |
21 | |
22 bool initialise_render(int numMatrixChannels, int numAudioChannels, | |
23 int numMatrixFramesPerPeriod, | |
24 int numAudioFramesPerPeriod, | |
25 float matrixSampleRate, float audioSampleRate, | |
26 void *userData) | |
27 { | |
28 // Nothing to do here... | |
29 | |
30 return true; | |
31 } | |
32 | |
33 // render() is called regularly at the highest priority by the audio engine. | |
34 // Input and output are given from the audio hardware and the other | |
35 // ADCs and DACs (if available). If only audio is available, numMatrixFrames | |
36 // will be 0. | |
37 | |
38 void render(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut, | |
39 uint16_t *matrixIn, uint16_t *matrixOut) | |
40 { | |
41 // Simplest possible case: pass inputs through to outputs | |
42 for(int n = 0; n < numAudioFrames; n++) { | |
43 for(int ch = 0; ch < gNumAudioChannels; ch++) | |
44 audioOut[n * gNumAudioChannels + ch] = audioIn[n * gNumAudioChannels + ch]; | |
45 } | |
46 | |
47 // Same with matrix, only if matrix is enabled | |
48 if(numMatrixFrames != 0) { | |
49 for(int n = 0; n < numMatrixFrames; n++) { | |
50 for(int ch = 0; ch < gNumMatrixChannels; ch++) { | |
51 // Two equivalent ways to write this code | |
52 // The long way, using the buffers directly: | |
53 // matrixOut[n * gNumMatrixChannels + ch] = matrixIn[n * gNumMatrixChannels + ch]; | |
54 | |
55 // Or using the macros: | |
56 analogWrite(ch, n, analogRead(ch, n)); | |
57 } | |
58 } | |
59 } | |
60 } | |
61 | |
62 // cleanup_render() is called once at the end, after the audio has stopped. | |
63 // Release any resources that were allocated in initialise_render(). | |
64 | |
65 void cleanup_render() | |
66 { | |
67 | |
68 } |