view projects/samples/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 3c3a1357657d
children
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/*
 ____  _____ _        _    
| __ )| ____| |      / \   
|  _ \|  _| | |     / _ \  
| |_) | |___| |___ / ___ \ 
|____/|_____|_____/_/   \_\.io

 */

/*
 *
 * Andrew McPherson and Victor Zappi
 * Queen Mary, University of London
 */

/**
\example 4_audio_samples

Playback WAV files
------------------

This sketch shows how to playback audio samples from a buffer.

An audio file is loaded into a buffer `SampleData` as `gSampleData`. This is 
accessed with a read pointer that is incremented at audio rate within the render 
function: `out += gSampleData.samples[gReadPtr++]`.

Note that the read pointer is stopped from incrementing past the length of the 
`gSampleData`. This is achieved by comparing the read pointer value against the 
sample length which we can access as follows: `gSampleData.sampleLen`.

The sample is triggered by keyboard input: (a) starts sample playback, (s) 
stops sample playback. The triggering is treated as a lower priority task than 
the audio. You can see this at the bottom of the render function: 
`Bela_scheduleAuxiliaryTask(gTriggerSamplesTask)`;

Edit

*/



#include <BeagleRT.h>
#include <cmath>
#include "SampleData.h"

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

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

bool initialise_trigger();
void trigger_samples();

// 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
	gSampleData = *(SampleData *)userData;

	gReadPtr = -1;

	// 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(BeagleRTContext *context, void *userData)
{
	for(unsigned int n = 0; n < context->audioFrames; n++) {
		float out = 0;

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

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

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

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

// Initialise the auxiliary task
// and print info

bool initialise_trigger()
{
	if((gTriggerSamplesTask = BeagleRT_createAuxiliaryTask(&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() 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)
{
	delete[] gSampleData.samples;
}