Mercurial > hg > beaglert
view projects/analogDigitalDemo/render.cpp @ 20:58eb99dac921 matrix_gpio
- rebuilt the eclipse project file
- renamed matrixGpio to digital and matrix to analog in the analogDigitalDemo project
author | Giulio Moro <giuliomoro@yahoo.it> |
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date | Thu, 30 Apr 2015 17:43:08 +0100 |
parents | c98863e63174 |
children | fbfeb5895efd |
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/* * * First assignment for ECS732 RTDSP, to implement a 2-way audio crossover * using the BeagleBone Black. * * Andrew McPherson and Victor Zappi * Queen Mary, University of London */ #include "../include/render.h" #include <cmath> #include <rtdk.h> /* TASK: declare any global variables you need here */ // 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. int gNumDigitalFrames=0; bool initialise_render(int numAnalogChannels, int numDigitalChannels, int numAudioChannels, int numAnalogFramesPerPeriod, int numAudioFramesPerPeriod, float analogSampleRate, float audioSampleRate, void *userData) { gNumAnalogChannels=numAnalogChannels; 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, numAnalogFrames // will be 0. long int gCountFrames=0; void render(int numAnalogFrames, int numDigitalFrames, int numAudioFrames, float *audioIn, float *audioOut, float *analogIn, float *analogOut, uint32_t *digital) /* * Hey, expect buffer underruns to happen here, as we are doing lots of printfs * */ { gNumDigitalFrames=numDigitalFrames; if(gCountFrames==0){ //this will be executed only on the first call to render(), but the bits will go through this cycle for every subsequent buffer // that is, P8_29 will pulse at the beginning of each buffer } for(int i=1; i<gNumDigitalFrames; i++) digitalWriteAll(i, GPIO_LOW); //write all channels on the given frame. Initialize them to zero digitalWrite(0, 4, GPIO_HIGH); // set pin 0 HIGH from the current frame to the end of the buffer for(int n=0; n<numAnalogFrames; n++) { for(int c=0; c<gNumAnalogChannels; c++) AnalogWriteFrame(c,n,0); //set channel c on frame n to 0, equivalent to analogOut[n*numAnalogChannels+c]=0; } AnalogWrite(0,3,0.2); //set channel 0 to 0.2 from frame 3 onwards ... AnalogWrite(1,3,0.7); //set channel 1 to 0.7 from frame 3 onwards ... AnalogWrite(2,6,0.5); //set channel 2 to 0.5 from frame 6 onwards ... for(int n=0; n<numAudioFrames; n++){ printf("Digital frame %d: 0x%08x;\n",n,digital[n]); } for(int n=0; n<numAnalogFrames; n++){ printf("Analog out frame %d :",n); for(int c=0; c<gNumAnalogChannels; c++) printf("%.1f ",analogOut[n*gNumAnalogChannels + c]); printf("\n"); } } // 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() { /* TASK: * If you allocate any memory, be sure to release it here. * You may or may not need anything in this function, depending * on your implementation. */ }