view projects/basic_passthru/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_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)
{

}