view projects/samples/render.cpp @ 12:a6beeba3a648

Initial support for higher matrix sample rates by reducing the number of channels. Input not tested yet, and not all examples updated to new format.
author andrewm
date Thu, 22 Jan 2015 19:00:22 +0000
parents 24fc8026ae8e
children 06f93bef7dd2
line wrap: on
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/*
 * render.cpp
 *
 *  Created on: Oct 24, 2014
 *      Author: Andrew McPherson and Victor Zappi
 */


#include "../../include/render.h"
#include "../../include/RTAudio.h"	// to schedule lower prio parallel process
#include <rtdk.h>
#include <cmath>
#include <stdio.h>
#include "SampleData.h"

SampleData gSampleData;	// User defined structure to get complex data from main
int gReadPtr;			// Position of last read sample from file
int gNumChannels;

// Task for handling the update of the frequencies using the matrix
AuxiliaryTask gTriggerSamplesTask;

bool initialise_trigger();
void trigger_samples();

// 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 numChannels, int numMatrixFramesPerPeriod,
					   int numAudioFramesPerPeriod, float matrixSampleRate,
					   float audioSampleRate, void *userData)
{

	// Retrieve a parameter passed in from the initAudio() call
	gSampleData = *(SampleData *)userData;

	gReadPtr = -1;
	gNumChannels = numChannels;

	// Initialise auxiliary tasks
	if(!initialise_trigger())
		return false;

	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++) {
		float out = 0;

		// If triggered...
		if(gReadPtr != -1)
			out += gSampleData.samples[gReadPtr++];	// ...read each sample...

		if(gReadPtr >= gSampleData.sampleLen)
			gReadPtr = -1;

		for(int channel = 0; channel < gNumChannels; channel++)
			audioOut[n * gNumChannels + channel] = out;	// ...and put it in both left and right channel
	}

	// Request that the lower-priority task run at next opportunity
	scheduleAuxiliaryTask(gTriggerSamplesTask);
}

// Initialise the auxiliary task
// and print info

bool initialise_trigger()
{
	if((gTriggerSamplesTask = createAuxiliaryTaskLoop(&trigger_samples, 50, "beaglert-trigger-samples")) == 0)
		return false;

	rt_printf("Press 'a' to trigger sample, 's' to stop\n");
	rt_printf("Press 'q' to quit\n");

	return true;
}

// This is a lower-priority call to periodically read keyboard input
// and trigger samples. By placing it at a lower priority,
// it has minimal effect on the audio performance but it will take longer to
// complete if the system is under heavy audio load.

void trigger_samples()
{
	// This is not a real-time task!
	// Cos getchar is a system call, not handled by Xenomai.
	// This task will be automatically down graded.

	char keyStroke = '.';

	keyStroke =	getchar();
	while(getchar()!='\n'); // to read the first stroke

	switch (keyStroke)
	{
		case 'a':
			gReadPtr = 0;
			break;
		case 's':
			gReadPtr = -1;
			break;
		case 'q':
			gShouldStop = true;
			break;
		default:
			break;
	}
}



// 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()
{
	delete[] gSampleData.samples;
}