view projects/basic_passthru/render.cpp @ 39:638bc1ae2500 staging

Improved readibility of the DIGITAL code in the PRU, using register names instead of aliases and expanding some of the macros, removing unused macros. Binaries were not modified
author Giulio Moro <giuliomoro@yahoo.it>
date Wed, 13 May 2015 12:18:10 +0100
parents 6adb088196a7
children a6d223473ea2
line wrap: on
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/*
 * render.cpp
 *
 *  Created on: Oct 24, 2014
 *      Author: parallels
 */


#include "../../include/render.h"
#include "../../include/Utilities.h"
#include <rtdk.h>

// 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)
{
	// Nothing to do here...

	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)
{
	// Simplest possible case: pass inputs through to outputs
	for(int n = 0; n < numAudioFrames; n++) {
		for(int ch = 0; ch < gNumAudioChannels; ch++)
			audioOut[n * gNumAudioChannels + ch] = audioIn[n * gNumAudioChannels + ch];
	}

	// Same with matrix, only if matrix is enabled
	if(numMatrixFrames != 0) {
		for(int n = 0; n < numMatrixFrames; n++) {
			for(int ch = 0; ch < gNumMatrixChannels; ch++) {
				// Two equivalent ways to write this code
				// The long way, using the buffers directly:
				// matrixOut[n * gNumMatrixChannels + ch] = matrixIn[n * gNumMatrixChannels + ch];

				// Or using the macros:
				analogWrite(ch, n, analogRead(ch, 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()
{

}