Mercurial > hg > beaglert
view projects/basic_sensor/render.cpp @ 5:09f03ac40fcc
API improvements and cleanups. Now all common audio command-line options can be parsed automatically.
author | andrewm |
---|---|
date | Sat, 08 Nov 2014 16:16:55 +0100 |
parents | 8a575ba3ab52 |
children | a6beeba3a648 |
line wrap: on
line source
/* * 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)analogRead(gSensorInputFrequency, n/2), 0, MATRIX_MAX, 100, 1000); amplitude = (float)analogRead(gSensorInputAmplitude, n/2) / 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() { }