old demo that i want to try in mbed studio
Dependencies: mbed SDFileSystem_Copy_of_mbed_version I2S
Diff: NotchingDemo.cpp
- Revision:
- 44:a9e84d333a6a
- Parent:
- 43:890d76ffe627
- Child:
- 45:0e8e1f2ec5d2
--- a/NotchingDemo.cpp Sat Sep 07 15:07:10 2019 +0000 +++ b/NotchingDemo.cpp Sun Sep 08 19:23:09 2019 +0000 @@ -143,7 +143,7 @@ { public: -//add a class constructor +//add a class constructor at some point in the future (perform tests in visual studio) WAV_FILE_STRUCT FileInfo; short * data_sptr; string file_location; @@ -384,10 +384,10 @@ -void Play_WaveFileLoop(classSoundFile Sounds[], Notch_STRUCT NotchingSet); +void Play_WaveFileLoop(classSoundFile Sound1, classSoundFile Sound2, classSoundFile Sound3, FILE* wavfile1,FILE* wavfile2, FILE* wavfile3); int main() { - + NotchUp.mode(PullUp); NotchDown.mode(PullUp); @@ -431,13 +431,13 @@ } */ - /* - printf("FileName: %s\n\r",Sound[aaa].file_location); - fclose(Sound[aaa].FileInfo.WavFile); - free(Sound[aaa].FileInfo.WavFile); - */ - //wait(1); - // } + /* + printf("FileName: %s\n\r",Sound[aaa].file_location); + fclose(Sound[aaa].FileInfo.WavFile); + free(Sound[aaa].FileInfo.WavFile); + */ + //wait(1); + // } /* string RootFolder = "sd/mydir/SoundDecoder_second/"; @@ -876,59 +876,109 @@ //void Play_WaveFileLoop(FILE * my_wav, WAV_FILE_STRUCT FileInfo)//(classSoundFile Sounds) -void Play_WaveFileLoop(classSoundFile Sounds[], Notch_STRUCT NotchingSet) +//void Play_WaveFileLoop(classSoundFile Sounds[], Notch_STRUCT NotchingSet) +void Play_WaveFileLoop(classSoundFile Sound1, classSoundFile Sound2, classSoundFile Sound3, FIlE *wavfile1, FILE *wavfile2, FILE *wavfile3, FILE_NAME_STRUCT, filenames) { while(1) { //might have to change this to a while(1) loop? //New format!! This should be (roughly) the way that this is done, with the new structures and classes ////fread(Sound[Notch].FileData.slice_buf,Sound[Notch].FileFormat.block_align,1,Sound[notch].WavFile); //data_sptr=(short *)Sound[Notch].FileInfo.slice_buf; +//Block 1 of code. We need to pass in 3x classSoundFile objects, and 3x FILE* pointer objects. +//This will allow us to switch between the 3 different files (using "cross-fades") as needed. + /*Remember that these will need to be global varaibles to work properly*/ + - if( slice == (Sounds[NotchingSet.Notch].FileInfo.num_slices-1) ) { - slice = 0; - fseek(Sounds[NotchingSet.Notch].FileInfo.WavFile,44,SEEK_SET); - } + + - //fread(FileInfo.slice_buf,FileInfo.FileFormat.block_align,1,my_wav); - data_sptr=(short *)Sounds[NotchingSet.Notch].FileInfo.slice_buf; // 16 bit samples + + + //data_sptr=(short *)Sounds[NotchingSet.Notch].FileInfo.slice_buf; // 16 bit samples //make sure we are reading in the correct "notch" here if(FadeFlag) { - if(feof(Sounds[NotchingSet.Notch].FileInfo.WavFile)) { - fseek(Sounds[NotchingSet.Notch].FileInfo.WavFile,44,SEEK_SET); + if(feof(wavfile1)) { + fseek(wavfile1,44,SEEK_SET); + } + + + /*Block1*/ + /*Read in data for current sound files. We only have 3 active engine noises at a time. + When it becomes time to transition up again, we then flip to the opposite block, and perform + the opposite operation.*/ +//Sound1======================================================================================= + if( slice1 == (Sound1.FileInfo.num_slices-1) ) { + slice1 = 0; + fseek(wavfile1,44,SEEK_SET); } + fread(Sound1.FileInfo.slice_buf,Sound1.FileInfo.FileFormat.block_align,1,wavfile1); + Sound1.data_sptr=(short *)Sound1.FileInfo.slice_buf; // 16 bit samples +//============================================================================================= + + +//Sound2======================================================================================= + fread(Sound2.FileInfo.slice_buf,Sound2.FileInfo.FileFormat.block_align,1,wavfile2); + Sound2.data_sptr=(short *)Sound2.FileInfo.slice_buf; // 16 bit samples +//============================================================================================= + + + +//Sound3======================================================================================= + fread(Sound3.FileInfo.slice_buf,Sound3.FileInfo.FileFormat.block_align,1,wavfile3); + Sound3.data_sptr=(short *)Sound3.FileInfo.slice_buf; // 16 bit samples +//============================================================================================= + + + + /*Block2*/ //Read in data for current (i.e. now the previous notch, according to the index!!) //We might not need this code here...as its probably done somewhere else?? - fread(Sounds[NotchingSet.Notch-1].FileInfo.slice_buf,Sounds[NotchingSet.Notch-1].FileInfo.FileFormat.block_align,1,Sounds[NotchingSet.Notch-1].FileInfo.WavFile); - Sounds[NotchingSet.Notch-1].data_sptr = (short *)Sounds[NotchingSet.Notch-1].FileInfo.slice_buf; + //fread(Sounds[NotchingSet.Notch-1].FileInfo.slice_buf,Sounds[NotchingSet.Notch-1].FileInfo.FileFormat.block_align,1,Sounds[NotchingSet.Notch-1].FileInfo.WavFile); + //Sounds[NotchingSet.Notch-1].data_sptr = (short *)Sounds[NotchingSet.Notch-1].FileInfo.slice_buf; + //We are now performing this section above. + //require this to get the fadeout coefficient for Sound1. NotchFadeOut.FadeCoeff = NotchFadeOut.FadeOut();//compute new FadeOut Coeff value //Read in the notch transition file for transitioning up + /* fread(Sounds[NotchingSet.NotchTransUp].FileInfo.slice_buf,Sounds[NotchingSet.NotchTransUp].FileInfo.FileFormat.block_align,1,Sounds[NotchingSet.NotchTransUp].FileInfo.WavFile); Sounds[NotchingSet.NotchTransUp].data_sptr = (short*)Sounds[NotchingSet.NotchTransUp].FileInfo.slice_buf; + */ + //No longer need the above section as we are doing it above, for Sound2 - if( ((Sounds[NotchingSet.NotchTransUp].FileInfo.FileData.subchunk2_size) - NotchFadeIn.Length - 2*11025) <= (ftell(Sounds[NotchingSet.NotchTransUp].FileInfo.WavFile) + 44)) + if( ((Sound2.FileInfo.FileData.subchunk2_size) - NotchFadeIn.Length - 2*11025) <= (ftell(wavfile2) + 44)) //if( (WavInfo_IdleN2.FileData.subchunk2_size)/8 <=ftell(IdleN2Wav) ) { + + //required for calculating the fade In coefficient for Sound3 NotchFadeIn.FadeCoeff = NotchFadeIn.FadeIn(); //Read In the next Notch + + /* fread(Sounds[NotchingSet.Notch].FileInfo.slice_buf,Sounds[NotchingSet.Notch].FileInfo.FileFormat.block_align,1,Sounds[NotchingSet.Notch].FileInfo.WavFile); Sounds[NotchingSet.Notch].data_sptr = (short *)Sounds[NotchingSet.Notch].FileInfo.slice_buf; + */ + //no longer require the above section as we are reading in data for Sound3 (above, at beginning of function). - if( (ftell(Sounds[NotchingSet.NotchTransUp].FileInfo.WavFile) + 44) >= Sounds[NotchingSet.NotchTransUp].FileInfo.FileData.subchunk2_size ) { + if( (ftell(wavfile2) + 44) >= Sound2.FileInfo.FileData.subchunk2_size ) { //need to explicitly test if this notation/syntax works for pointers.... - *Sounds[NotchingSet.Notch].data_sptr = *Sounds[NotchingSet.Notch].data_sptr*NotchFadeIn.FadeCoeff; + /*Was this ever tested?? no idea... + If not then we need to pass in the 3 different "data_sptr" variables in separately, and not tied to a specific class + or structure.*/ + *Sound3.data_sptr = *Sound3.data_sptr*NotchFadeIn.FadeCoeff;//Sound 3 by itself. } else { - *Sounds[NotchingSet.Notch-1].data_sptr = *Sounds[NotchingSet.Notch - 1].data_sptr*NotchFadeOut.FadeCoeff + *Sounds[NotchingSet.NotchTransUp].data_sptr + *Sounds[NotchingSet.Notch].data_sptr*NotchFadeIn.FadeCoeff;// + *data_sptr_N2; + *Sound1.data_sptr = *Sound1.data_sptr*NotchFadeOut.FadeCoeff + *Sound2.data_sptr + *Sounds[NotchingSet.Notch].data_sptr*NotchFadeIn.FadeCoeff;//Sounds 1, 2 and 3 Cross-fade. + //probably later on redesign this to work with flags - that way it may be a little easier to debug any issues. } } else { - *Sounds[NotchingSet.Notch-1].data_sptr = *Sounds[NotchingSet.Notch-1].data_sptr*NotchFadeOut.FadeCoeff + *Sounds[NotchingSet.NotchTransUp].data_sptr; + *Sound1.data_sptr = *Sound1.data_sptr*NotchFadeOut.FadeCoeff + *Sound2.data_sptr;//Sound1 and Sound 2 cross fade } } @@ -936,6 +986,13 @@ /********************END OF DATA ASSIGNMENT SECTION*************************************************/ + + + + + /**********************************************************************************************************/ + /****************************DATA OUTPUT SECTION***********************************************************/ + /**********************************************************************************************************/ for (channel=0; channel<Sounds[NotchingSet.Notch].FileInfo.FileFormat.num_channels; channel++) { switch (Sounds[NotchingSet.Notch].FileInfo.FileFormat.sig_bps) { case 16: