old demo that i want to try in mbed studio
Dependencies: mbed SDFileSystem_Copy_of_mbed_version I2S
NotchingDemo.cpp
- Committer:
- roryhand
- Date:
- 2019-09-08
- Revision:
- 44:a9e84d333a6a
- Parent:
- 43:890d76ffe627
- Child:
- 45:0e8e1f2ec5d2
File content as of revision 44:a9e84d333a6a:
// 24/03/2018 update - I appear to be able to address the device and write something, as I am getting an ACK returned from the i2c write() function.
//however if i use the write function with 4 arguments (as opposed to just 1 argument) then it doesnt work
//only works with the 1 argument version!!!
//THIS VERSION WORKED, CHANGED SOME THINGS, THEN CHANGED THEM BACK. NOW IT NO LONGER WORKS!!!!
#include "mbed.h"
#include "math.h"
#include "I2S.h"
#include "SDFileSystem.h"
#include "wm8731_Config_setup.h"
#include "WOLFSON_config_consts.h"
#include <string>
#include <stdlib.h>
#include <fstream>
#include <iostream>
#include <vector>
#include <string>
#define sample_freq 11025
#pragma import __use_two_region_memory
DigitalOut myled(LED1);
DigitalOut led2(LED2);
DigitalOut led3(LED3);
DigitalIn NotchUp(p16);
DigitalIn NotchDown(p17);//check the pin!!! Dont know if this will actually work...
InterruptIn Horn(p16);
Ticker sampletick;
Ticker fileswitch_tick;
Ticker BellTick;
Ticker EdTick;
Ticker TickFadeOut;
Ticker TestTick;
Timer t;
Timer t2;
Timer NotchTimer;
Timer timer_open;
Serial pc(USBTX, USBRX); // tx, rx //FOR DEBUGGING PROGRAM USING GNU SCREEN
DigitalOut cs(p8);
I2S i2s(I2S_TRANSMIT, p5, p6, p7);
SDFileSystem sd(p11, p12, p13, p8, "sd"); // the new pinout that i am using
/*struct A {
int data;
B b;
};*/
class classFade
{
public:
float powerval;
float FadeIteration;
float DecayFactor;
float Denom;
float FadeCoeff;
float Natural_Exp;
int LengthSecs;
int Length;
//member Functions
float FadeOut(void)
{
powerval = -FadeIteration/Denom;
if (FadeIteration >=Length) {
FadeCoeff = 0;
} else {
FadeCoeff = (Length - FadeIteration)/Length;
}
FadeIteration = FadeIteration + 1;
return FadeCoeff;
}
float FadeIn(void)
{
powerval = FadeIteration/Denom;
if (FadeIteration >=Length) {
FadeCoeff = 1;
} else {
FadeCoeff = FadeIteration/Length;
}
FadeIteration = FadeIteration + 1;
return FadeCoeff;
}
};
classFade IdleFadeOut;
classFade N2FadeIn;
classFade NotchFadeOut;
classFade NotchFadeIn;
typedef struct uFMT_STRUCT {
short comp_code;
short num_channels;
unsigned sample_rate;
unsigned avg_Bps;
short block_align;
short sig_bps;
} FMT_STRUCT;
typedef struct uNotch_STRUCT {
short Notch;
short NotchTransUp;
short NotchTransDown;
short NotchDirection;
} Notch_STRUCT;
typedef struct uDATA_STRUCT {
unsigned subchunk2_ID;
unsigned subchunk2_size;
char * data_buf;
} DATA_STRUCT;
typedef struct uWAV_FILE_STRUCT {
FILE *WavFile;
int id_number;
char *slice_buf;
int num_slices;
FMT_STRUCT FileFormat;
DATA_STRUCT FileData;
} WAV_FILE_STRUCT;
/*typedef struct uWAV_FILE_STRUCT{
FILE* WavFile;
}WAV_FILE_STRUCT;*/
class classSoundFile
{
public:
//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;
//classSoundFile(string filename);//this is the constructor
//string filename;
};
//class constructor;
/*classSoundFile::classSoundFile(string filename)
{
//Declare RootFolder and the directory for the appropriate file.
//How we index into filename[] from the outside of this class is another
//issue...
FileInfo.WavFile = fopen("/sd/mydir/645Engine/Startup.wav","rb");
fseek(FileInfo.WavFile,20,SEEK_SET);
fread(&FileInfo.FileFormat,sizeof(FileInfo.FileFormat),1,FileInfo.WavFile);
printf("wav_format.sample_rate: %d\n\r",FileInfo.FileFormat.sample_rate);
fread(&FileInfo.FileData,sizeof(FileInfo.FileData),1,FileInfo.WavFile);
printf("wav_data.subchunk2_size: %d\n\r",FileInfo.FileData.subchunk2_size);
FileInfo.slice_buf = ( char *)malloc(FileInfo.FileFormat.block_align);
fread(FileInfo.slice_buf,FileInfo.FileFormat.block_align,1,FileInfo.WavFile); //This isnt actually required, its just a test
FileInfo.num_slices = FileInfo.FileData.subchunk2_size/FileInfo.FileFormat.block_align;
}*/
int notch_flag = 0;
int i = 0;
int h = 0;
short bufflen = 1;
int buffer[1];
int AudioFormat, NumChannels, SampleRate, BitsPerSample ;
char *slice_buf;
short *data_sptr;
short *data_sptr_horn;
short *data_sptr_IdleN2;
short * data_sptr_bell;
short * data_sptr_N2;
short * data_sptr_Flange;
unsigned char *data_bptr;
int *data_wptr;
unsigned channel;
long slice, num_slices;
int verbosity = 0;
int verbosity2 = 0;
int verbosity3 = 0;
int verbosity4 = 0;
int verbosity5 = 0;
int interrupt_condition = 1;
int sampling_freq = 11025;
const int BufferLen = 2000;
short Buffer1[BufferLen];
short Buffer2[BufferLen];
short place_hold1 = 0;
short place_hold2 = 0;
string FOLDER;
string RootFolder = "/sd/mydir/SoundDecoder/";
string filename[25];
classSoundFile Sound[22];
volatile int flag1 = 1;
volatile int flag2 = 0;
volatile int flag3 = 1;
volatile int flag4 = 0;
int FLAGBUFF1 = 0;
int FLAGBUFF2 = 0;
int BellFlag = 0;
int BellFlag2 = 0;
int FadeFlag = 0;
int FileSwitchFlag = 0;
short value[1];
FILE *HornWav;
FILE *edsheeran_wav;
FILE *Startup_wav;
FILE *IdleN2Wav;
FILE *N2Wav;
FILE *BellWav;
FILE *FlangeWav;
FILE *HeyWav;
//long long slice_value;
int slice_value[1];
WAV_FILE_STRUCT WavInfo_Horn;
WAV_FILE_STRUCT WavInfo_IdleN2;
WAV_FILE_STRUCT WavInfo_N2;
WAV_FILE_STRUCT WavInfo_Bell;
WAV_FILE_STRUCT WavInfo_Flange;
WAV_FILE_STRUCT WavInfo_Hey;
WAV_FILE_STRUCT WavInfo_N3;
WAV_FILE_STRUCT WavInfo_Frustration;
Ticker flipper;
char * slice_buf_bell;
char * slice_buf_ed;
char * slice_buf_startup;
char * slice_buf_N2;
Notch_STRUCT NotchingSet;
//test
//short *data_sptr_bell = 0;
short *data_sptr_ed = 0;
short *data_sptr_startup = 0;
FILE *StartupWav;
FILE *N3Wav;
int temp = 0;
void flip()
{
led2 = !led2;
}
void isr()
{
if(flag1 == 0) {
value[0] = Buffer1[place_hold1]>>4;
i2s.write(value,1);//Send next PWM value to amp
place_hold1 = place_hold1 + 1;
if( (place_hold1 >= BufferLen)) {
led2 = !led2;
place_hold1 = 0;
place_hold2 = 0;
flag1 = 1;
flag2 = 0;
}
} else if(flag2 == 0) {
value[0] = Buffer2[place_hold2]>>4;
i2s.write(value,1);//Send next PWM value to amp
place_hold2 = place_hold2 + 1;
if( (place_hold2 >= BufferLen) ) {
led2 = !led2;
place_hold1 = 0;
place_hold2 = 0;
flag1 = 0;
flag2 = 1;
FLAGBUFF2 = 0;
}
}
}
void horn_sound()
{
BellFlag = 1;
fseek(HornWav,44,SEEK_SET);
fseek(BellWav,44,SEEK_SET);
fseek(FlangeWav,44,SEEK_SET);
fseek(N2Wav,44,SEEK_SET);
}
void FileSwitch_isr()
{
FileSwitchFlag = 1;
temp = 1;
/*FILE* testwav = fopen("/sd/mydir/SoundDecoder_second/05.wav","rb");
if(N3Wav == NULL) {
printf("Cannot Open testwav\n\r");
}
*/
fseek(N3Wav,44,SEEK_SET);
// fclose(StartupWav);
}
void FadeOutIsr()
{
FadeFlag = 1;
fseek(IdleN2Wav,44,SEEK_SET);
fseek(N2Wav,44,SEEK_SET);
fseek(HornWav,44,SEEK_SET);
fseek(FlangeWav,44,SEEK_SET);
}
/*
void filenotch_isr()
{
if(up) {
notch = notch+1;
notchtrans_up = notch + 8;
} else if(down) {
notch = notch-1;
notchtrans_down = notch + 15;
}
notch_flag = 1;
}
*/
classFade FadeDataInitialise(classFade FadeData);
//function prototypes
WAV_FILE_STRUCT ReadFileInfo(WAV_FILE_STRUCT FileInfo, FILE * wav_file);
classSoundFile LoadFileStream(classSoundFile FileInfo, string filename);
float FadeOut(void);
void Play_WaveFile(FILE * my_wav, WAV_FILE_STRUCT FileInfo);
void Play_WaveFileDual(FILE * my_wav, WAV_FILE_STRUCT FileInfo);
//void Play_WaveFileLoop(FILE * my_wav, WAV_FILE_STRUCT FileInfo);
//*********************INTERRUPT ROUTINE FOR NOTCHING***************************
void NotchUpIsr()
{
if(1 <= NotchingSet.Notch < 8) {
NotchingSet.Notch = NotchingSet.Notch + 1;
NotchingSet.NotchTransUp = NotchingSet.Notch + 7;
NotchingSet.NotchDirection = 1;
FadeDataInitialise(NotchFadeIn);
FadeDataInitialise(NotchFadeOut);
}
}
void NotchDownIsr()
{
if(1 < NotchingSet.Notch <= 8) {
NotchingSet.Notch = NotchingSet.Notch - 1;
NotchingSet.NotchTransDown = NotchingSet.Notch + 15;;
NotchingSet.NotchDirection = 0;
FadeDataInitialise(NotchFadeIn);
FadeDataInitialise(NotchFadeOut);
}
}
/**********************END OF INTERRUPT ROUTINE FOR NOTCHING*******************/
void Play_WaveFileLoop(classSoundFile Sound1, classSoundFile Sound2, classSoundFile Sound3, FILE* wavfile1,FILE* wavfile2, FILE* wavfile3);
int main()
{
NotchUp.mode(PullUp);
NotchDown.mode(PullUp);
WAV_FILE_STRUCT WavInfo_Startup;
WAV_FILE_STRUCT WavInfo_Idle;
pc.printf("Beginning of program\n");
FILE *IdleWav;
char buf[10];
int a = 1;
sprintf(buf, "%d", a);
string foo( "hello" );
string test( "how are" );
string hello;
hello = foo + test;
printf("%s\n\r",hello);
string RootFolder = "sd/mydir/SoundDecoder_second/";
string folder = RootFolder + "0" + buf + ".wav";
printf("FullFile location: %s\n\r",folder);
classSoundFile Sound[22];
string file_names[22];
const char* FileName;
/*
for(int aaa = 0; aaa < 20; aaa ++) {
a = aaa+1;
sprintf(buf, "%d", a);
Sound[aaa].file_location = RootFolder + "0" + buf + ".wav";
FileName = Sound[aaa].file_location.c_str();
Sound[aaa].FileInfo.WavFile = fopen(FileName,"rb");
if(Sound[aaa].FileInfo.WavFile == NULL) {
printf("Cannot Open Sound[%d].FileInfo.WavFile\n\r",aaa);
}
*/
/*
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/";
string folder = RootFolder + "01.wav";
printf("Full file location: %s\n\r",folder);
*/
/*
for(int aaa = 0;aaa < 21; aaa ++ )
{
folder = RootFolder + "\01.wav";//filename[aaa];
FOLDER = folder.c_str();
Sound[aaa].FileInfo.WavFile = fopen(FOLDER,"rb");
//MyNewWav.WavFile = fopen("/sd/mydir/Startup.wav","rb");
printf("we opened This file %d\n\r",aaa);
}
*/
printf("About to Start ReadFileInfo Operations\n\r");
FILE* mywav1 = fopen("/sd/mydir/SoundDecoder_second/01.wav","rb");
if(mywav1 == NULL) {
printf("Cannot Open mywav1\n\r");
}
fclose(mywav1);
FILE* mywav2 = fopen("/sd/mydir/SoundDecoder_second/02.wav","rb");
if(mywav2 == NULL) {
printf("Cannot Open mywav2\n\r");
}
fclose(mywav2);
FILE* mywav3 = fopen("/sd/mydir/SoundDecoder_second/03.wav","rb");
if(mywav3 == NULL) {
printf("Cannot Open mywav3\n\r");
}
fclose(mywav3);
FILE* mywav4 = fopen("/sd/mydir/SoundDecoder_second/04.wav","rb");
if(mywav4 == NULL) {
printf("Cannot Open mywav4\n\r");
}
fclose(mywav4);
FILE* mywav5 = fopen("/sd/mydir/SoundDecoder_second/05.wav","rb");
if(mywav5 == NULL) {
printf("Cannot Open mywav5\n\r");
}
fclose(mywav5);
FILE* mywav6 = fopen("/sd/mydir/SoundDecoder_second/06.wav","rb");
if(mywav6 == NULL) {
printf("Cannot Open mywav6\n\r");
}
fclose(mywav6);
FILE* mywav7 = fopen("/sd/mydir/SoundDecoder_second/07.wav","rb");
if(mywav7 == NULL) {
printf("Cannot Open mywav7\n\r");
}
fclose(mywav7);
FILE* mywav8 = fopen("/sd/mydir/SoundDecoder_second/08.wav","rb");
if(mywav8 == NULL) {
printf("Cannot Open mywav8\n\r");
}
fclose(mywav8);
FILE* mywav9 = fopen("/sd/mydir/SoundDecoder_second/09.wav","rb");
if(mywav9 == NULL) {
printf("Cannot Open mywav9\n\r");
}
fclose(mywav9);
FILE* mywav10 = fopen("/sd/mydir/SoundDecoder_second/10.wav","rb");
if(mywav10 == NULL) {
printf("Cannot Open mywav10\n\r");
}
fclose(mywav10);
FILE* mywav11= fopen("/sd/mydir/SoundDecoder_second/11.wav","rb");
if(mywav11 == NULL) {
printf("Cannot Open mywav11\n\r");
}
fclose(mywav11);
FILE* mywav12 = fopen("/sd/mydir/SoundDecoder_second/12.wav","rb");
if(mywav12 == NULL) {
printf("Cannot Open mywav12\n\r");
}
fclose(mywav12);
FILE* mywav13 = fopen("/sd/mydir/SoundDecoder_second/13.wav","rb");
if(mywav13 == NULL) {
printf("Cannot Open mywav13\n\r");
}
fclose(mywav13);
FILE* mywav14 = fopen("/sd/mydir/SoundDecoder_second/14.wav","rb");
if(mywav14 == NULL) {
printf("Cannot Open mywav14\n\r");
}
fclose(mywav14);
HeyWav = fopen("/sd/mydir/645Engine/EX_FlangeJoint1_11k_minus12dB.wav","rb");
if(HeyWav == NULL) {
printf("Cannot Open HeyWav\n\r");
}
N3Wav = fopen("/sd/mydir/SoundDecoder_second/03.wav","rb");
if(N3Wav == NULL) {
printf("Cannot Open N3Wav\n\r");
}
WavInfo_N3 = ReadFileInfo(WavInfo_N3,N3Wav);
fclose(N3Wav);
printf("About to Read HeyWav\n\r");
WavInfo_Hey = ReadFileInfo(WavInfo_Hey,HeyWav);
printf("Do we even get to this stupid bloody point\n\r");
//Populate our class instances with some data (is there an implicit way to do this?)
printf("hello\n\r");
//Set up the wolfson Audio Codec board
wm8731_Config_setup();
//i2s audio data transfer code??
i2s.stereomono(I2S_STEREO);
i2s.masterslave(I2S_MASTER);
led3 = 1;
led2 = 1;
printf("Hello i2s has starrted!");
i2s.start();
sampletick.attach(&isr,1.0/sampling_freq); //1/16000
fileswitch_tick.attach(&FileSwitch_isr,6.0);//So we can switch between playing file 1 and file 2, including opening and closing
timer_open.reset();
timer_open.start();
N3Wav = fopen("/sd/mydir/SoundDecoder_second/03.wav","rb");
if(N3Wav == NULL) {
printf("Cannot Open N3Wav\n\r");
}
fclose(N3Wav);
StartupWav = fopen("/sd/mydir/Startup.wav","rb");
timer_open.reset();
printf("It took %d useconds to open file\n\r",timer_open.read_us());
//const char* folder2 = folder.c_str();
fseek(StartupWav,44,SEEK_SET);
timer_open.reset();
timer_open.start();
WavInfo_Startup = ReadFileInfo(WavInfo_Startup,StartupWav);
timer_open.stop();
printf("It took %d useconds to Read In File Info\n\r",timer_open.read_us());
printf("about to play wav file\n\r");
Play_WaveFileDual(StartupWav,WavInfo_Startup);
printf("finished playing Wav file\n\r");
timer_open.reset();
timer_open.start();
fclose(StartupWav);
timer_open.stop();
printf("It took %d useconds to close file\n\r",timer_open.read_us());
/************************************PLAY WAV FILE LOOP*******************/
//Play_WaveFileLoop(Sound, NotchingSet);
/************************************END OF PLAY WAV FILE LOOP*************/
fseek(IdleN2Wav,44,SEEK_SET);//reset for use in the Loop code
slice = 0;
fseek(IdleWav,44,SEEK_SET);
NotchingSet.Notch = 1;
//Play_WaveFileLoop(IdleWav, WavInfo_Idle);
i2s.stop();
}
WAV_FILE_STRUCT ReadFileInfo(WAV_FILE_STRUCT FileInfo, FILE * wav_file)
{
fseek(wav_file,20,SEEK_SET);
printf("We have just seeked through this file\n\r");
fread(&FileInfo.FileFormat,sizeof(FileInfo.FileFormat),1,wav_file);
//printf("wav_format.sample_rate: %d\n\r",FileInfo.FileFormat.sample_rate);
fread(&FileInfo.FileData,sizeof(FileInfo.FileData),1,wav_file);
//printf("wav_data.subchunk2_size: %d\n\r",FileInfo.FileData.subchunk2_size);
FileInfo.slice_buf = ( char *)malloc(FileInfo.FileFormat.block_align);
fread(FileInfo.slice_buf,FileInfo.FileFormat.block_align,1,wav_file); //This isnt actually required, its just a test
FileInfo.num_slices = FileInfo.FileData.subchunk2_size/FileInfo.FileFormat.block_align;
//printf("Number of Slices: %d\n\r",FileInfo.num_slices);
return FileInfo;
}
classSoundFile LoadFileStream(classSoundFile Sound, string filename)
{
//Declare RootFolder and the directory for the appropriate file.
//How we index into filename[] from the outside of this class is another
//issue...
//printf("FileName: %s\n\r",filename);
//string RootFolder = "/sd/mydir/SoundDecoder/";
//string Directory = RootFolder + "01.wav";// + filename[0];
//printf("%s\n\r",Directory);
//const char* DirectoryChar = Directory.c_str();
//Sound.FileInfo.WavFile = fopen(DirectoryChar,"rb");
Sound.FileInfo.WavFile = fopen("/sd/mydir/645Engine/Startup.wav","rb");
fseek(Sound.FileInfo.WavFile,20,SEEK_SET);
fread(&Sound.FileInfo.FileFormat,sizeof(Sound.FileInfo.FileFormat),1,Sound.FileInfo.WavFile);
printf("wav_format.sample_rate: %d\n\r",Sound.FileInfo.FileFormat.sample_rate);
fread(&Sound.FileInfo.FileData,sizeof(Sound.FileInfo.FileData),1,Sound.FileInfo.WavFile);
printf("wav_data.subchunk2_size: %d\n\r",Sound.FileInfo.FileData.subchunk2_size);
Sound.FileInfo.slice_buf = ( char *)malloc(Sound.FileInfo.FileFormat.block_align);
fread(Sound.FileInfo.slice_buf,Sound.FileInfo.FileFormat.block_align,1,Sound.FileInfo.WavFile); //This isnt actually required, its just a test
Sound.FileInfo.num_slices = Sound.FileInfo.FileData.subchunk2_size/Sound.FileInfo.FileFormat.block_align;
printf("Number of Slices: %d\n\r",Sound.FileInfo.num_slices);
return Sound;
}
classFade FadeDataInitialise(classFade FadeData)
{
FadeData.DecayFactor = 1.3;
FadeData.FadeIteration = 1;
//FadeData.Denom = 11025*FadeData.DecayFactor;
FadeData.Denom = 11025*FadeData.DecayFactor;
FadeData.Natural_Exp = 2.7183;
FadeData.Length = 11025*FadeData.LengthSecs;
//FadeData.Natural_Exp = 2.7;
return FadeData;
}
//Playing Files Code
/*float FadeIn(void)
{
powervalFadeIn = FadeIterationIn/denom;
FadeCoeffFadeIn
}*/
/*float FadeOut(void)
{
powerval = -FadeIteration/denom;
FadeCoeff = pow(natural_exp,powerval);
FadeIteration = FadeIteration + 1;
return FadeCoeff;
}*/
void Play_WaveFile(FILE * my_wav, WAV_FILE_STRUCT FileInfo)
{
while(slice<FileInfo.num_slices) {
fread(FileInfo.slice_buf,FileInfo.FileFormat.block_align,1,my_wav);
data_sptr=(short *)FileInfo.slice_buf; // 16 bit samples
for (channel=0; channel<FileInfo.FileFormat.num_channels; channel++) {
if(flag1 == 1) {
Buffer1[place_hold1] = data_sptr[channel];
place_hold1 = place_hold1 + 1;
if(place_hold1 >= BufferLen) {
while(1) {
if(flag1 == 0) {
break;
}
}
}
} else if(flag2 == 1) {
Buffer2[place_hold2] = data_sptr[channel];
place_hold2 = place_hold2 + 1;
if(place_hold2 >= BufferLen) {
while(1) {
if(flag2 == 0) {
break;
}
}
}
}
}
slice = slice + 1;
}
}
void Play_WaveFileDual(FILE * my_wav, WAV_FILE_STRUCT FileInfo)
{
while(slice<FileInfo.num_slices) {
if(FileSwitchFlag == 1) {
if(temp == 1) {
printf("Does it go to this point\n\r");
N3Wav = fopen("/sd/mydir/SoundDecoder_second/03.wav","rb");
if(N3Wav == NULL) {
printf("Cannot Open testwav\n\r");
}
fclose(StartupWav);
temp = 0;
}
fread(WavInfo_N3.slice_buf,WavInfo_N3.FileFormat.block_align,1,N3Wav);
data_sptr=(short*)WavInfo_N3.slice_buf;
} else {
fread(FileInfo.slice_buf,FileInfo.FileFormat.block_align,1,my_wav);
data_sptr=(short *)FileInfo.slice_buf; // 16 bit samples
}
for (channel=0; channel<FileInfo.FileFormat.num_channels; channel++) {
if(flag1 == 1) {
Buffer1[place_hold1] = data_sptr[channel];
place_hold1 = place_hold1 + 1;
if(place_hold1 >= BufferLen) {
while(1) {
if(flag1 == 0) {
break;
}
}
}
} else if(flag2 == 1) {
Buffer2[place_hold2] = data_sptr[channel];
place_hold2 = place_hold2 + 1;
if(place_hold2 >= BufferLen) {
while(1) {
if(flag2 == 0) {
break;
}
}
}
}
}
slice = slice + 1;
}
}
//***************************************************************************//
/*
void Play_WaveFileNotchTest(FILE * my_wav, WAV_FILE_STRUCT FileInfo)
{
while(slice<FileInfo.num_slices) {
if(notch_flag == 1) {
if(temp == 1) {
//printf("Does it go to this point\n\r");
SoundFile[notch].FileInfo.WavFile = fopen(Sound[aaa].file_location,"rb");
if(SoundFile[notch].FileInfo.WavFile == NULL) {
printf("Cannot Open testwav\n\r");
}
fclose(StartupWav);
temp = 0;
}
fread(WavInfo_N3.slice_buf,WavInfo_N3.FileFormat.block_align,1,N3Wav);
data_sptr=(short*)WavInfo_N3.slice_buf;
} else {
fread(FileInfo.slice_buf,FileInfo.FileFormat.block_align,1,my_wav);
data_sptr=(short *)FileInfo.slice_buf; // 16 bit samples
}
for (channel=0; channel<FileInfo.FileFormat.num_channels; channel++) {
if(flag1 == 1) {
Buffer1[place_hold1] = data_sptr[channel];
place_hold1 = place_hold1 + 1;
if(place_hold1 >= BufferLen) {
while(1) {
if(flag1 == 0) {
break;
}
}
}
} else if(flag2 == 1) {
Buffer2[place_hold2] = data_sptr[channel];
place_hold2 = place_hold2 + 1;
if(place_hold2 >= BufferLen) {
while(1) {
if(flag2 == 0) {
break;
}
}
}
}
}
slice = slice + 1;
}
}
*/
//**************************************************************************//
//void Play_WaveFileLoop(FILE * my_wav, WAV_FILE_STRUCT FileInfo)//(classSoundFile Sounds)
//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*/
//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(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;
//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( ((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(wavfile2) + 44) >= Sound2.FileInfo.FileData.subchunk2_size ) {
//need to explicitly test if this notation/syntax works for pointers....
/*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 {
*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 {
*Sound1.data_sptr = *Sound1.data_sptr*NotchFadeOut.FadeCoeff + *Sound2.data_sptr;//Sound1 and Sound 2 cross fade
}
}
/********************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:
if(flag1 == 1) {
Buffer1[place_hold1] = Sounds[NotchingSet.Notch].data_sptr[channel];
place_hold1 = place_hold1 + 1;
if(place_hold1 >= BufferLen) {
while(1) {
if(flag1 == 0) {
break;
}//if(flag1 == 0)
}//while(1)
}//if(place_hold1 > = BufferLen)
} else if(flag2 == 1) {
Buffer2[place_hold2] = Sounds[NotchingSet.Notch].data_sptr[channel];
place_hold2 = place_hold2 + 1;
if(place_hold2 >= BufferLen) {
while(1) {
if(flag2 == 0) {
break;
}
}
}
}
}
}
slice = slice + 1;
}
}