Mercurial > hg > beaglert
diff projects/basic_sensor/render.cpp @ 0:8a575ba3ab52
Initial commit.
author | andrewm |
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date | Fri, 31 Oct 2014 19:10:17 +0100 |
parents | |
children | 09f03ac40fcc |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/projects/basic_sensor/render.cpp Fri Oct 31 19:10:17 2014 +0100 @@ -0,0 +1,88 @@ +/* + * render.cpp + * + * Created on: Oct 24, 2014 + * Author: parallels + */ + + +#include "../../include/render.h" +#include "../../include/Utilities.h" +#include <rtdk.h> +#include <cmath> + +float gPhase; +float gInverseSampleRate; +int gNumChannels; + +// These settings are carried over from main.cpp +// Setting global variables is an alternative approach +// to passing a structure to userData in initialise_render() + +extern int gSensorInputFrequency; +extern int gSensorInputAmplitude; + +// 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 numChannels, int numMatrixFramesPerPeriod, + int numAudioFramesPerPeriod, float matrixSampleRate, + float audioSampleRate, void *userData) +{ + if(numMatrixFramesPerPeriod*2 != numAudioFramesPerPeriod) { + rt_printf("Error: this example needs the matrix enabled, running at half audio rate\n"); + return false; + } + + gNumChannels = numChannels; + gInverseSampleRate = 1.0 / audioSampleRate; + gPhase = 0.0; + + 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) +{ + float frequency = 0; + float amplitude = 0; + + // There are twice as many audio frames as matrix frames since audio sample rate + // is twice as high + + for(int n = 0; n < numAudioFrames; n++) { + if(!(n % 2)) { + // Even audio samples: update frequency and amplitude from the matrix + frequency = map((float)matrixIn[gSensorInputFrequency], 0, MATRIX_MAX, 100, 1000); + amplitude = (float)matrixIn[gSensorInputAmplitude] / MATRIX_MAX; + } + + float out = amplitude * sinf(gPhase); + + for(int channel = 0; channel < gNumChannels; channel++) + audioOut[n * gNumChannels + channel] = out; + + gPhase += 2.0 * M_PI * frequency * gInverseSampleRate; + if(gPhase > 2.0 * M_PI) + gPhase -= 2.0 * M_PI; + } +} + +// 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() +{ + +}