Mercurial > hg > beaglert
view projects/basic_network/render.cpp @ 41:4255ecbb9bec ultra-staging
Timers to measure performances, ultra experimental
author | Giulio Moro <giuliomoro@yahoo.it> |
---|---|
date | Tue, 19 May 2015 16:41:07 +0100 |
parents | 98aed580452a |
children | d3f869b98147 |
line wrap: on
line source
/* * render.cpp * * Created on: Oct 24, 2014 * Author: parallels */ #include "../../include/RTAudioSettings.h" #include "../../include/render.h" #include <cmath> #include "../../include/client.h" #include "../../include/RTAudio.h" // to schedule lower prio parallel process #include <rtdk.h> #include <native/timer.h> #include "../../include/PRU.h" float gFrequency; float gPhase; float gInverseSampleRate; int gCount=0; networkData networkObject; networkAudio netAudio; extern PRU *gPRU; AuxiliaryTask printIntervalTask; AuxiliaryTask transmitReceiveAudioTask; void transmitReceiveData(){ //transmit and receive asynchronous messages // printf("transmitReceiveData auxiliary task has started\n"); // while(!gShouldStop){ // sendMessage(&networkObject); // receiveMessage(networkObject); // usleep(1000); // } // closeSockets(); } void transmitReceiveAudio(){ //transmit and receive audio buffers sendAudio(&netAudio); } // 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 numMatrixChannels, int numDigitalChannels, int numAudioChannels, int numMatrixFramesPerPeriod, int numAudioFramesPerPeriod, float matrixSampleRate, float audioSampleRate, void *userData, RTAudioSettings *settings) { // Retrieve a parameter passed in from the initAudio() call gFrequency = *(float *)userData; gInverseSampleRate = 1.0 / audioSampleRate; gPhase = 0.0; // networkObject.counter=&gCount; // networkObject.variables[0]=&gFrequency; // networkObject.variables[1]=&gPhase; // networkObject.numVariables=2; // netAudio.doneOnTime=1; // netAudio.index=0; // netAudio.currentBuffer=0; // setupSockets(settings->receivePort, settings->transmitPort, settings->serverName); //// transmitReceiveDataTask=createAuxiliaryTaskLoop(*transmitReceiveData, 10, "transmit-receive-data"); //// scheduleAuxiliaryTask(transmitReceiveDataTask); //here it does not work // transmitReceiveAudioTask=createAuxiliaryTaskLoop(*transmitReceiveAudio, 98, "transmit-receive-audio"); 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 numAnalogFrames, int numAudioFrames, int numDigitalFrames, float *audioIn, float *audioOut, float *analogIn, float *analogOut, uint32_t *digital) { for(int n = 0; n < numAudioFrames; n++) { float out = 0.7f * sinf(gPhase); float fake=0.1; for(int a=0; a<24; a++){ fake = 0.7f * sinf(fake+out); } fake/=1000000000000000; gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate; if(gPhase > 2.0 * M_PI) gPhase -= 2.0 * M_PI; // for(int channel = 0; channel < gNumAudioChannels; channel++) // audioOut[n * gNumAudioChannels + channel] = audioIn[n * gNumAudioChannels + 0]+audioIn[n * gNumAudioChannels + 1]; audioOut[n * gNumAudioChannels] = fake*0.0000000001; audioOut[n * gNumAudioChannels+1]=out; if(0==gCount){ // scheduleAuxiliaryTask(transmitReceiveDataTask); } // if(netAudio.index==(NETWORK_AUDIO_BUFFER_SIZE)){ // when the buffer is ready ... // netAudio.index=0; //reset the counter // if(netAudio.doneOnTime==0) // rt_printf("Network buffer underrun :-{\n"); // netAudio.timestamp=gCount; // netAudio.currentBuffer=!netAudio.currentBuffer; //switch buffer // netAudio.doneOnTime=0; // scheduleAuxiliaryTask(transmitReceiveAudioTask); //send the buffer // } // netAudio.buffers[netAudio.currentBuffer][netAudio.index++]=audioOut[n*gNumAudioChannels + 0];//copy channel 0 to the buffer gCount++; } } // 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() { // closeSockets(); }