Mercurial > hg > beaglert
view examples/basic/render.cpp @ 300:dbeed520b014 prerelease
Renamed projects to examples
author | Giulio Moro <giuliomoro@yahoo.it> |
---|---|
date | Fri, 27 May 2016 13:58:20 +0100 |
parents | projects/basic/render.cpp@07cfd337ad18 |
children | e4392164b458 |
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/* * render.cpp * * Created on: Oct 24, 2014 * Author: parallels */ #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) { }