comparison examples/01-Basics/sinetone/render.cpp @ 464:8fcfbfb32aa0 prerelease

Examples reorder with subdirectories. Added header to each project. Moved Doxygen to bottom of render.cpp.
author Robert Jack <robert.h.jack@gmail.com>
date Mon, 20 Jun 2016 16:20:38 +0100
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children b935f890e512
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463:c47709e8b5c9 464:8fcfbfb32aa0
1 /*
2 ____ _____ _ _
3 | __ )| ____| | / \
4 | _ \| _| | | / _ \
5 | |_) | |___| |___ / ___ \
6 |____/|_____|_____/_/ \_\
7
8 The platform for ultra-low latency audio and sensor processing
9
10 http://bela.io
11
12 A project of the Augmented Instruments Laboratory within the
13 Centre for Digital Music at Queen Mary University of London.
14 http://www.eecs.qmul.ac.uk/~andrewm
15
16 (c) 2016 Augmented Instruments Laboratory: Andrew McPherson,
17 Astrid Bin, Liam Donovan, Christian Heinrichs, Robert Jack,
18 Giulio Moro, Laurel Pardue, Victor Zappi. All rights reserved.
19
20 The Bela software is distributed under the GNU Lesser General Public License
21 (LGPL 3.0), available here: https://www.gnu.org/licenses/lgpl-3.0.txt
22 */
23
24 #include <Bela.h>
25 #include <cmath>
26
27 float gFrequency = 440.0;
28 float gPhase;
29 float gInverseSampleRate;
30
31 bool setup(BelaContext *context, void *userData)
32 {
33 // Retrieve a parameter passed in from the initAudio() call
34 if(userData != 0)
35 gFrequency = *(float *)userData;
36
37 gInverseSampleRate = 1.0 / context->audioSampleRate;
38 gPhase = 0.0;
39
40 return true;
41 }
42
43 void render(BelaContext *context, void *userData)
44 {
45 for(unsigned int n = 0; n < context->audioFrames; n++) {
46 float out = 0.8f * sinf(gPhase);
47 gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
48 if(gPhase > 2.0 * M_PI)
49 gPhase -= 2.0 * M_PI;
50
51 for(unsigned int channel = 0; channel < context->audioChannels; channel++) {
52 // Two equivalent ways to write this code
53
54 // The long way, using the buffers directly:
55 // context->audioOut[n * context->audioChannels + channel] = out;
56
57 // Or using the macros:
58 audioWrite(context, n, channel, out);
59 }
60 }
61 }
62
63 void cleanup(BelaContext *context, void *userData)
64 {
65
66 }
67
68 /* ------------ Project Explantation ------------ */
69
70 /**
71 \example 01-sinetone
72
73 Producing your first bleep!
74 ---------------------------
75
76 This sketch is the hello world of embedded interactive audio. Better known as bleep, it
77 produces a sine tone.
78
79 The frequency of the sine tone is determined by a global variable, `gFrequency`
80 (line 12). The sine tone is produced by incrementing the phase of a sin function
81 on every audio frame.
82
83 In render() you'll see a nested for loop structure. You'll see this in all Bela projects.
84 The first for loop cycles through 'audioFrames', the second through 'audioChannels' (in this case left 0 and right 1).
85 It is good to familiarise yourself with this structure as it's fundamental to producing sound with the system.
86 */