view projects/basic/render.cpp @ 269:ac8eb07afcf5

Oxygen text added to each render.cpp file for the default projects. Text includes project explanation from Wiki, edited in places. Empty project added as a default project. Doxyfile updated. Each of the project locations added to INPUT configuration option. Consider just watching the whole project file so all new projects are automatically pulled through.
author Robert Jack <robert.h.jack@gmail.com>
date Tue, 17 May 2016 15:40:16 +0100
parents 07cfd337ad18
children 5433c83ce04e
line wrap: on
line source
/*
 ____  _____ _        _    
| __ )| ____| |      / \   
|  _ \|  _| | |     / _ \  
| |_) | |___| |___ / ___ \ 
|____/|_____|_____/_/   \_\.io

 */

/*
 * render.cpp
 *
 *  Created on: Oct 24, 2014
 *      Author: parallels
 */

/**
\example 1_basic_helloworld

Producing your first bleep!
---------------------------

This sketch is the hello world of embedded interactive audio. Better known as bleep, it 
produces a sine tone.

The frequency of the sine tone is determined by a global variable, `gFrequency` 
(line 12). The sine tone is produced by incrementing the phase of a sin function 
on every audio frame.

The important thing to notice is the nested `for` loop structure. You will see 
this in all Bela projects and in most digital audio applications. The first `for`
loop cycles through the audio frames, the second through each of the audio
channels (in this case left 0 and right 1). It is good to familiarise yourself
with this structure as it is fundamental to producing sound with the system.
*/


#include <BeagleRT.h>
#include <cmath>
#include <Utilities.h>

float gFrequency = 440.0;
float gPhase;
float gInverseSampleRate;

// 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.
bool setup(BeagleRTContext *context, void *userData)
{
	// Retrieve a parameter passed in from the initAudio() call
	if(userData != 0)
		gFrequency = *(float *)userData;

	gInverseSampleRate = 1.0 / context->audioSampleRate;
	gPhase = 0.0;

	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(BeagleRTContext *context, void *userData)
{
	for(unsigned int n = 0; n < context->audioFrames; n++) {
		float out = 0.8f * sinf(gPhase);
		gPhase += 2.0 * M_PI * gFrequency * gInverseSampleRate;
		if(gPhase > 2.0 * M_PI)
			gPhase -= 2.0 * M_PI;

		for(unsigned int channel = 0; channel < context->audioChannels; channel++) {
			// Two equivalent ways to write this code

			// The long way, using the buffers directly:
			// context->audioOut[n * context->audioChannels + channel] = out;

			// Or using the macros:
			audioWriteFrame(context, n, channel, out);
		}
	}
}

// cleanup() is called once at the end, after the audio has stopped.
// Release any resources that were allocated in setup().

void cleanup(BeagleRTContext *context, void *userData)
{

}