Steam engine sound effects using data from flash. Hitting a pushbutton adds a whistle sound to the engine noise. A speaker with a driver plays audio.

Dependencies:   mbed

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main.cpp

00001 #include "mbed.h"
00002 #include "steam-train.h" //setup recorded sound data in flash
00003 #include "steam-whistle.h"
00004 //Mixes two sounds, steam engine and whistle,
00005 //using flash audio player
00006 //pushbutton on p12 blows whistle
00007 //Speaker with amp on p18 DAC to play audio
00008 
00009 AnalogOut speaker(p18);//output to audio amp to drive speaker
00010 DigitalOut led(LED1);
00011 DigitalOut led2(LED2);
00012 DigitalIn whistle(p12,PullUp);//pushbutton to ground for whistle
00013 Ticker audio_tick; //audio sample rate interrupt
00014 int i=0;
00015 int j=0;
00016 
00017 //interrupt routine to play next audio sample from array in flash
00018 void audio_sample ()
00019 {
00020     unsigned short data;
00021     data = steam_train_data[i]>>1;
00022     //add whistle sound if button hit
00023     //since two audio signals are added, scaling down using >>1
00024     //(i.e., shift is faster than /2) avoids overflow (i.e., audio distortion)
00025     //As an alternative, data could also be scaled down
00026     //in the .h flash data files using the audio tools
00027     if (!whistle) {
00028         data = data+(steam_whistle_data[j]>>1);
00029         j++;
00030         if (j>NUM_ELEMENTS_WHISTLE) j=0;
00031     } else j=0;
00032     //scale down by 2 to avoid amp saturation and audio distortion
00033     speaker.write_u16(data);
00034     i++;
00035     if (i>NUM_ELEMENTS_TRAIN) i = 0;
00036 }
00037 
00038 int main()
00039 {
00040     //enable audio interrupt using timer - 8Khz sample rate
00041     audio_tick.attach(&audio_sample, 1.0 / 8000.0);
00042     while(1) {
00043         //LED blink
00044         led = !led;
00045         //Whistle pb status
00046         led2 = !whistle;
00047         wait(0.5);
00048     }
00049 }