diff 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
parents
children b935f890e512
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/examples/01-Basics/sinetone/render.cpp	Mon Jun 20 16:20:38 2016 +0100
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+/*
+ ____  _____ _        _    
+| __ )| ____| |      / \   
+|  _ \|  _| | |     / _ \  
+| |_) | |___| |___ / ___ \ 
+|____/|_____|_____/_/   \_\
+
+The platform for ultra-low latency audio and sensor processing
+
+http://bela.io
+
+A project of the Augmented Instruments Laboratory within the
+Centre for Digital Music at Queen Mary University of London.
+http://www.eecs.qmul.ac.uk/~andrewm
+
+(c) 2016 Augmented Instruments Laboratory: Andrew McPherson,
+	Astrid Bin, Liam Donovan, Christian Heinrichs, Robert Jack,
+	Giulio Moro, Laurel Pardue, Victor Zappi. All rights reserved.
+
+The Bela software is distributed under the GNU Lesser General Public License
+(LGPL 3.0), available here: https://www.gnu.org/licenses/lgpl-3.0.txt
+*/
+
+#include <Bela.h>
+#include <cmath>
+
+float gFrequency = 440.0;
+float gPhase;
+float gInverseSampleRate;
+
+bool setup(BelaContext *context, void *userData)
+{
+	// Retrieve a parameter passed in from the initAudio() call
+	if(userData != 0)
+		gFrequency = *(float *)userData;
+
+	gInverseSampleRate = 1.0 / context->audioSampleRate;
+	gPhase = 0.0;
+
+	return true;
+}
+
+void render(BelaContext *context, void *userData)
+{
+	for(unsigned int n = 0; n < context->audioFrames; n++) {
+		float out = 0.8f * sinf(gPhase);
+		gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
+		if(gPhase > 2.0 * M_PI)
+			gPhase -= 2.0 * M_PI;
+
+		for(unsigned int channel = 0; channel < context->audioChannels; channel++) {
+			// Two equivalent ways to write this code
+
+			// The long way, using the buffers directly:
+			// context->audioOut[n * context->audioChannels + channel] = out;
+
+			// Or using the macros:
+			audioWrite(context, n, channel, out);
+		}
+	}
+}
+
+void cleanup(BelaContext *context, void *userData)
+{
+
+}
+
+/* ------------ Project Explantation ------------ */
+
+/**
+\example 01-sinetone
+
+Producing your first bleep!
+---------------------------
+
+This sketch is the hello world of embedded interactive audio. Better known as bleep, it 
+produces a sine tone.
+
+The frequency of the sine tone is determined by a global variable, `gFrequency` 
+(line 12). The sine tone is produced by incrementing the phase of a sin function 
+on every audio frame.
+
+In render() you'll see a nested for loop structure. You'll see this in all Bela projects. 
+The first for loop cycles through 'audioFrames', the second through 'audioChannels' (in this case left 0 and right 1). 
+It is good to familiarise yourself with this structure as it's fundamental to producing sound with the system.
+*/