old demo that i want to try in mbed studio
Dependencies: mbed SDFileSystem_Copy_of_mbed_version I2S
Revision 44:a9e84d333a6a, committed 2019-09-08
- Comitter:
- roryhand
- Date:
- Sun Sep 08 19:23:09 2019 +0000
- Parent:
- 43:890d76ffe627
- Child:
- 45:0e8e1f2ec5d2
- Commit message:
- WIP - Adding in appropriate info to use new method of sharing objects, Tristan and Rory idea
Changed in this revision
| NotchingDemo.cpp | Show annotated file Show diff for this revision Revisions of this file |
--- 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: