Mercurial > hg > beaglert
diff projects/oscillator_bank/render.cpp @ 0:8a575ba3ab52
Initial commit.
author | andrewm |
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date | Fri, 31 Oct 2014 19:10:17 +0100 |
parents | |
children | 06f93bef7dd2 |
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--- /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); +}