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author | Robert Jack <robert.h.jack@gmail.com> |
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date | Tue, 17 May 2016 15:40:16 +0100 |
parents | 07cfd337ad18 |
children | 5433c83ce04e |
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/* ____ _____ _ _ | __ )| ____| | / \ | _ \| _| | | / _ \ | |_) | |___| |___ / ___ \ |____/|_____|_____/_/ \_\.io */ /* * render.cpp * * Created on: Oct 24, 2014 * Author: parallels */ /** \example 1_basic_audio_passthrough Audio passthrough: input to output ----------------------------------------- This sketch demonstrates the simplest possible case of using audio: it passes audio input straight to audio output. Note the nested `for` loop structure. You will see this in all Bela projects. 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). We write samples to the audio output buffer like this: `context->audioOut[n * context->audioChannels + ch]` where `n` is the current audio frame and `ch` is the current channel, both provided by the nested for loop structure. We can access samples in the audio input buffer in a similar way, like this: `context->audioIn[n * context->audioChannels + ch]`. So a simple audio pass through is achieved by setting output buffer equal to input buffer: `context->audioOut[n * context->audioChannels + ch] = context->audioIn[n * context->audioChannels + ch]`. */ #include <BeagleRT.h> #include <Utilities.h> #include <rtdk.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. bool setup(BeagleRTContext *context, 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(BeagleRTContext *context, void *userData) { // Simplest possible case: pass inputs through to outputs for(unsigned int n = 0; n < context->audioFrames; n++) { for(unsigned int ch = 0; ch < context->audioChannels; ch++){ // Two equivalent ways to write this code // The long way, using the buffers directly: // context->audioOut[n * context->audioChannels + ch] = // context->audioIn[n * context->audioChannels + ch]; // Or using the macros: audioWriteFrame(context, n, ch, audioReadFrame(context, n, ch)); } } // Same with analog channelss for(unsigned int n = 0; n < context->analogFrames; n++) { for(unsigned int ch = 0; ch < context->analogChannels; ch++) { // Two equivalent ways to write this code // The long way, using the buffers directly: // context->analogOut[n * context->analogChannels + ch] = context->analogIn[n * context->analogChannels + ch]; // Or using the macros: analogWriteFrame(context, n, ch, analogReadFrame(context, n, ch)); } } } // 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) { }