diff projects/oscillator_bank/render.cpp @ 0:8a575ba3ab52

Initial commit.
author andrewm
date Fri, 31 Oct 2014 19:10:17 +0100
parents
children 06f93bef7dd2
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/projects/oscillator_bank/render.cpp	Fri Oct 31 19:10:17 2014 +0100
@@ -0,0 +1,202 @@
+/*
+ * render.cpp
+ *
+ *  Created on: Oct 24, 2014
+ *      Author: parallels
+ */
+
+
+#include "../../include/RTAudio.h"
+#include "../../include/Utilities.h"
+#include <rtdk.h>
+#include <cstdlib>
+#include <cmath>
+#include <cstring>
+#include <time.h>
+
+const float kMinimumFrequency = 20.0f;
+const float kMaximumFrequency = 8000.0f;
+
+float *gWavetable;		// Buffer holding the precalculated sine lookup table
+float *gPhases;			// Buffer holding the phase of each oscillator
+float *gFrequencies;	// Buffer holding the frequencies of each oscillator
+float *gAmplitudes;		// Buffer holding the amplitudes of each oscillator
+float *gDFrequencies;	// Buffer holding the derivatives of frequency
+float *gDAmplitudes;	// Buffer holding the derivatives of amplitude
+
+float gAudioSampleRate;
+int gSampleCount;		// Sample counter for indicating when to update frequencies
+float gNewMinFrequency;
+float gNewMaxFrequency;
+
+// Task for handling the update of the frequencies using the matrix
+AuxiliaryTask gFrequencyUpdateTask;
+
+// 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 gNumOscillators;
+extern int gWavetableLength;
+
+void recalculate_frequencies();
+
+extern "C" {
+	// Function prototype for ARM assembly implementation of oscillator bank
+	void oscillator_bank_neon(int numAudioFrames, float *audioOut,
+							  int activePartialNum, int lookupTableSize,
+							  float *phases, float *frequencies, float *amplitudes,
+							  float *freqDerivatives, float *ampDerivatives,
+							  float *lookupTable);
+}
+
+// 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)
+{
+	srandom(time(NULL));
+
+	// Initialise the sine wavetable
+	if(posix_memalign((void **)&gWavetable, 8, (gWavetableLength + 1) * sizeof(float))) {
+		rt_printf("Error allocating wavetable\n");
+		return false;
+	}
+	for(int n = 0; n < gWavetableLength + 1; n++)
+		gWavetable[n] = sinf(2.0 * M_PI * (float)n / (float)gWavetableLength);
+
+	// Allocate the other buffers
+	if(posix_memalign((void **)&gPhases, 16, gNumOscillators * sizeof(float))) {
+		rt_printf("Error allocating phase buffer\n");
+		return false;
+	}
+	if(posix_memalign((void **)&gFrequencies, 16, gNumOscillators * sizeof(float))) {
+		rt_printf("Error allocating frequency buffer\n");
+		return false;
+	}
+	if(posix_memalign((void **)&gAmplitudes, 16, gNumOscillators * sizeof(float))) {
+		rt_printf("Error allocating amplitude buffer\n");
+		return false;
+	}
+	if(posix_memalign((void **)&gDFrequencies, 16, gNumOscillators * sizeof(float))) {
+		rt_printf("Error allocating frequency derivative buffer\n");
+		return false;
+	}
+	if(posix_memalign((void **)&gDAmplitudes, 16, gNumOscillators * sizeof(float))) {
+		rt_printf("Error allocating amplitude derivative buffer\n");
+		return false;
+	}
+
+	// Initialise buffer contents
+
+	float freq = kMinimumFrequency;
+	float increment = (kMaximumFrequency - kMinimumFrequency) / (float)gNumOscillators;
+
+	for(int n = 0; n < gNumOscillators; n++) {
+		gPhases[n] = 0.0;
+
+		if(numMatrixFramesPerPeriod == 0) {
+			// Random frequencies when used without matrix
+			gFrequencies[n] = kMinimumFrequency + (kMaximumFrequency - kMinimumFrequency) * ((float)random() / (float)RAND_MAX);
+		}
+		else {
+			// Constant spread of frequencies when used with matrix
+			gFrequencies[n] = freq;
+			freq += increment;
+		}
+
+		// For efficiency, frequency is expressed in change in wavetable position per sample, not Hz or radians
+		gFrequencies[n] *= (float)gWavetableLength / audioSampleRate;
+		gAmplitudes[n] = ((float)random() / (float)RAND_MAX) / (float)gNumOscillators;
+		gDFrequencies[n] = gDAmplitudes[n] = 0.0;
+	}
+
+	// Initialise auxiliary tasks
+	if((gFrequencyUpdateTask = createAuxiliaryTaskLoop(&recalculate_frequencies, 90, "beaglert-update-frequencies")) == 0)
+		return false;
+
+	gAudioSampleRate = audioSampleRate;
+	gSampleCount = 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)
+{
+	// Initialise buffer to 0
+	memset(audioOut, 0, 2 * numAudioFrames * sizeof(float));
+
+	// Render audio frames
+	oscillator_bank_neon(numAudioFrames, audioOut,
+			gNumOscillators, gWavetableLength,
+			gPhases, gFrequencies, gAmplitudes,
+			gDFrequencies, gDAmplitudes,
+			gWavetable);
+
+	if(numMatrixFrames != 0 && (gSampleCount += numAudioFrames) >= 128) {
+		gSampleCount = 0;
+		gNewMinFrequency = map(matrixIn[0], 0, MATRIX_MAX, 20.0f, 8000.0f);
+		gNewMaxFrequency = map(matrixIn[1], 0, MATRIX_MAX, 20.0f, 8000.0f);
+
+		// Make sure max >= min
+		if(gNewMaxFrequency < gNewMinFrequency) {
+			float temp = gNewMaxFrequency;
+			gNewMaxFrequency = gNewMinFrequency;
+			gNewMinFrequency = temp;
+		}
+
+		// Request that the lower-priority task run at next opportunity
+		scheduleAuxiliaryTask(gFrequencyUpdateTask);
+	}
+}
+
+// This is a lower-priority call to update the frequencies which will happen
+// periodically when the matrix is enabled. By placing it at a lower priority,
+// it has minimal effect on the audio performance but it will take longer to
+// complete if the system is under heavy audio load.
+
+void recalculate_frequencies()
+{
+	float freq = gNewMinFrequency;
+	float increment = (gNewMaxFrequency - gNewMinFrequency) / (float)gNumOscillators;
+
+	for(int n = 0; n < gNumOscillators; n++) {
+		// Update the frequencies to a regular spread, plus a small amount of randomness
+		// to avoid weird phase effects
+		float randScale = 0.99 + .02 * (float)random() / (float)RAND_MAX;
+		float newFreq = freq * randScale;
+
+		// For efficiency, frequency is expressed in change in wavetable position per sample, not Hz or radians
+		gFrequencies[n] = newFreq * (float)gWavetableLength / gAudioSampleRate;
+
+		freq += increment;
+	}
+}
+
+
+// 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()
+{
+	free(gWavetable);
+	free(gPhases);
+	free(gFrequencies);
+	free(gAmplitudes);
+	free(gDFrequencies);
+	free(gDAmplitudes);
+}