Mercurial > hg > beaglert
view projects/basic_passthru/render.cpp @ 13:6adb088196a7
Fixed ADC bug; added a simple passthrough test
author | andrewm |
---|---|
date | Fri, 23 Jan 2015 15:17:09 +0000 |
parents | |
children | a6d223473ea2 |
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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() { }