Mercurial > hg > beaglert
diff projects/basic_passthru/render.cpp @ 13:6adb088196a7
Fixed ADC bug; added a simple passthrough test
author | andrewm |
---|---|
date | Fri, 23 Jan 2015 15:17:09 +0000 |
parents | |
children | a6d223473ea2 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/projects/basic_passthru/render.cpp Fri Jan 23 15:17:09 2015 +0000 @@ -0,0 +1,68 @@ +/* + * render.cpp + * + * Created on: Oct 24, 2014 + * Author: parallels + */ + + +#include "../../include/render.h" +#include "../../include/Utilities.h" +#include <rtdk.h> + +// initialise_render() is called once before the audio rendering starts. +// Use it to perform any initialisation and allocation which is dependent +// on the period size or sample rate. +// +// userData holds an opaque pointer to a data structure that was passed +// in from the call to initAudio(). +// +// Return true on success; returning false halts the program. + +bool initialise_render(int numMatrixChannels, int numAudioChannels, + int numMatrixFramesPerPeriod, + int numAudioFramesPerPeriod, + float matrixSampleRate, float audioSampleRate, + void *userData) +{ + // Nothing to do here... + + return true; +} + +// render() is called regularly at the highest priority by the audio engine. +// Input and output are given from the audio hardware and the other +// ADCs and DACs (if available). If only audio is available, numMatrixFrames +// will be 0. + +void render(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut, + uint16_t *matrixIn, uint16_t *matrixOut) +{ + // Simplest possible case: pass inputs through to outputs + for(int n = 0; n < numAudioFrames; n++) { + for(int ch = 0; ch < gNumAudioChannels; ch++) + audioOut[n * gNumAudioChannels + ch] = audioIn[n * gNumAudioChannels + ch]; + } + + // Same with matrix, only if matrix is enabled + if(numMatrixFrames != 0) { + for(int n = 0; n < numMatrixFrames; n++) { + for(int ch = 0; ch < gNumMatrixChannels; ch++) { + // Two equivalent ways to write this code + // The long way, using the buffers directly: + // matrixOut[n * gNumMatrixChannels + ch] = matrixIn[n * gNumMatrixChannels + ch]; + + // Or using the macros: + analogWrite(ch, n, analogRead(ch, n)); + } + } + } +} + +// cleanup_render() is called once at the end, after the audio has stopped. +// Release any resources that were allocated in initialise_render(). + +void cleanup_render() +{ + +}