The bare bones
The structure of a render.cpp file
render() is a function that is regularly called, over and over continuously, at the highest priority by the audio engine. It is used to process audio and sensor data. This function is called regularly by the system every time there is a new block of audio and/or sensor data to process.
cleanup() is a function that is called when the program stops, to finish up any processes that might still be running.
Here we will briefly explain each function and the structure of the render.cpp
Before any of the functions
At the top of the file, include any libraries you might need.
Additionally, declare any global variables. In these tutorial sketches, all global variables are preceded by a
g so we always know which variables are global -
gSampleData, for example. It's not mandatory but is a really good way of keeping track of what's global and what's not.
Sometimes it's necessary to access a variable from another file, such as main.cpp. In this case, precede this variable with the keyword
These arguments are pointers to data structures. The main one that's used is
context, which is a pointer to a data structure containing lots of information you need.
Take a look at what's in the data structure [here]
You can access any of these bits of information about current audio and sensor settings and pointers to data buffers that are contained in the data structure like this:
context->audioInChannels returns the number of audio input channels.
context->audioSampleRate returns the audio sample rate.
context->audioIn[n] would give you the current input sample (assuming that your input is mono - if it's not you will have to account for multiple channels).
analogOut are all arrays (buffers).
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