Mercurial > hg > beaglert
view projects/audio_in_FFT/render.cpp @ 4:f34c63568523
_new FFT example [still noisy]
author | Victor Zappi <victor.zappi@qmul.ac.uk> |
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date | Thu, 06 Nov 2014 19:02:48 +0000 |
parents | |
children | 09f03ac40fcc |
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/* * render.cpp * * Created on: Oct 24, 2014 * Author: parallels */ #include "../../include/render.h" #include <rtdk.h> #include <NE10.h> // neon library #include <cmath> int gFftSize; int gNumChannels; int gReadPointer = 0; int gWritePointer = 0; // FFT vars ne10_fft_cpx_float32_t* timeDomain; ne10_fft_cpx_float32_t* frequencyDomain; ne10_fft_cfg_float32_t cfg; // initialise_render() 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 initialise_render(int numChannels, int numMatrixFramesPerPeriod, int numAudioFramesPerPeriod, float matrixSampleRate, float audioSampleRate, void *userData) { // Retrieve a parameter passed in from the initAudio() call gFftSize = *(int *)userData; gNumChannels = numChannels; //memset(outSamples, gFftSize, 0.0); // set all to 0 timeDomain = (ne10_fft_cpx_float32_t*) NE10_MALLOC (gFftSize * sizeof (ne10_fft_cpx_float32_t)); frequencyDomain = (ne10_fft_cpx_float32_t*) NE10_MALLOC (gFftSize * sizeof (ne10_fft_cpx_float32_t)); cfg = ne10_fft_alloc_c2c_float32 (gFftSize); 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(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut, uint16_t *matrixIn, uint16_t *matrixOut) { for(int n = 0; n < numAudioFrames; n++) { timeDomain[gReadPointer].r = (ne10_float32_t) ((audioIn[n*gNumChannels] + audioIn[n*gNumChannels+1])/2); timeDomain[gReadPointer].i = 0; gReadPointer++; } if(gReadPointer>=gFftSize) { //FFT ne10_fft_c2c_1d_float32_neon (frequencyDomain, timeDomain, cfg->twiddles, cfg->factors, gFftSize, 0); //Do frequency domain stuff //IFFT ne10_fft_c2c_1d_float32_neon (timeDomain, frequencyDomain, cfg->twiddles, cfg->factors, gFftSize, 1); gReadPointer = 0; gWritePointer = 0; } for(int n = 0; n < numAudioFrames; n++) { for(int channel = 0; channel < gNumChannels; channel++) audioOut[n * gNumChannels + channel] = (float) timeDomain[gWritePointer++].r/gFftSize; } } // cleanup_render() is called once at the end, after the audio has stopped. // Release any resources that were allocated in initialise_render(). void cleanup_render() { NE10_FREE(timeDomain); NE10_FREE(frequencyDomain); NE10_FREE(cfg); }