Mercurial > hg > beaglert
view examples/basic_network/render.cpp @ 377:a430a16d2c02 prerelease
Updated scripts so that the Bela folder on the bbb is ~/Bela. Note: BeagleRT_startup.sh is still the same (because the reference to it needs to be changed in /etc/init.d/ ....
author | Giulio Moro <giuliomoro@yahoo.it> |
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date | Sat, 11 Jun 2016 01:54:43 +0100 |
parents | db2fe4e1b88e |
children | 9dc5a0ccad25 |
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/* ____ _____ _ _ | __ )| ____| | / \ | _ \| _| | | / _ \ | |_) | |___| |___ / ___ \ |____/|_____|_____/_/ \_\.io */ /* * render.cpp * * Created on: Oct 24, 2014 * Author: parallels */ /** \example 5_basic_network Networking ---------- This sketch allows you to send audio and sensor data over UDP to a DAW on the host. The host needs to run Udpioplugin which you can f ind [here](https://code.soundsoftware.ac.uk/projects/udpioplugin). Note that this sketch and the accompanying plugin are still in testing. */ #include <Bela.h> //#include <rtdk.h> #include <cmath> #include <NetworkSend.h> #include <ReceiveAudioThread.h> #include <Utilities.h> // setup() 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. NetworkSend networkSend; ReceiveAudioThread receive; float gFrequency; float gInverseSampleRate; float gPhase; bool setup(BelaContext *context, void *userData) { // Retrieve a parameter passed in from the initAudio() call gFrequency = *(float *)userData; networkSend.setup(context->audioSampleRate, context->audioFrames, 0, 9999, "192.168.7.1"); receive.init(10000, context->audioFrames, 0); receive.startThread(); gInverseSampleRate = 1.0 / context->audioSampleRate; gPhase = 0; 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(BelaContext *context, void *userData) { for(unsigned int n = 0; n < context->audioFrames; n++) { float out = 0.7f * sinf(gPhase); gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate; if(gPhase > 2.0 * M_PI) gPhase -= 2.0 * M_PI; networkSend.log(out); float in; int ret = receive.getSamplesSrc(&in, 1, 1); for(unsigned int channel = 0; channel < context->audioChannels; channel++){ audioWrite(context, n, channel, in); } } } // cleanup() is called once at the end, after the audio has stopped. // Release any resources that were allocated in setup(). void cleanup(BelaContext *context, void *userData) { }