old demo that i want to try in mbed studio

Dependencies:   mbed SDFileSystem_Copy_of_mbed_version I2S

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: