Mercurial > hg > beaglert
view projects/audio_in_FFT/render.cpp @ 45:579c86316008 newapi
Major API overhaul. Moved to a single data structure for handling render functions. Functionally, generally similar except for scheduling within PRU loop function, which now uses interrupts from the PRU rather than polling. This requires an updated kernel.
author | andrewm |
---|---|
date | Thu, 28 May 2015 14:35:55 -0400 |
parents | 06f93bef7dd2 |
children | a6d223473ea2 |
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/* * render.cpp * * Created on: Oct 24, 2014 * Author: parallels */ #include "../../include/render.h" #include <rtdk.h> #include <NE10.h> // neon library #include <cmath> int gFFTSize; float gFFTScaleFactor = 0; int gReadPointer = 0; int gWritePointer = 0; // FFT vars ne10_fft_cpx_float32_t* timeDomainIn; ne10_fft_cpx_float32_t* timeDomainOut; ne10_fft_cpx_float32_t* frequencyDomain; ne10_fft_cfg_float32_t cfg; // 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 numAudioChannels, int numMatrixFramesPerPeriod, int numAudioFramesPerPeriod, float matrixSampleRate, float audioSampleRate, void *userData) { // Retrieve a parameter passed in from the initAudio() call gFFTSize = *(int *)userData; gFFTScaleFactor = 1.0f / (float)gFFTSize; timeDomainIn = (ne10_fft_cpx_float32_t*) NE10_MALLOC (gFFTSize * sizeof (ne10_fft_cpx_float32_t)); timeDomainOut = (ne10_fft_cpx_float32_t*) NE10_MALLOC (gFFTSize * sizeof (ne10_fft_cpx_float32_t)); frequencyDomain = (ne10_fft_cpx_float32_t*) NE10_MALLOC (gFFTSize * sizeof (ne10_fft_cpx_float32_t)); cfg = ne10_fft_alloc_c2c_float32 (gFFTSize); memset(timeDomainOut, 0, gFFTSize * sizeof (ne10_fft_cpx_float32_t)); 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) { for(int n = 0; n < numAudioFrames; n++) { timeDomainIn[gReadPointer].r = (ne10_float32_t) ((audioIn[n*gNumAudioChannels] + audioIn[n*gNumAudioChannels+1]) * 0.5); timeDomainIn[gReadPointer].i = 0; if(++gReadPointer >= gFFTSize) { //FFT ne10_fft_c2c_1d_float32_neon (frequencyDomain, timeDomainIn, cfg->twiddles, cfg->factors, gFFTSize, 0); //Do frequency domain stuff //IFFT ne10_fft_c2c_1d_float32_neon (timeDomainOut, frequencyDomain, cfg->twiddles, cfg->factors, gFFTSize, 1); gReadPointer = 0; gWritePointer = 0; } for(int channel = 0; channel < gNumAudioChannels; channel++) audioOut[n * gNumAudioChannels + channel] = (float) timeDomainOut[gWritePointer].r * gFFTScaleFactor; gWritePointer++; } } // 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() { NE10_FREE(timeDomainIn); NE10_FREE(timeDomainOut); NE10_FREE(frequencyDomain); NE10_FREE(cfg); }