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render.cpp
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/*
____ _____ _ _
| __ )| ____| | / \
| _ \| _| | | / _ \
| |_) | |___| |___ / ___ \
|____/|_____|_____/_/ \_\
http://bela.io
*/
/**
\example Fundamentals/sinetone/render.cpp
Producing your first bleep!
---------------------------
This sketch is the hello world of embedded interactive audio. Better known as bleep, it
produces a sine tone.
The frequency of the sine tone is determined by a global variable, `gFrequency`.
The sine tone is produced by incrementing the phase of a sin function
on every audio frame.
In render() you'll see a nested for loop structure. You'll see this in all Bela projects.
The first for loop cycles through 'audioFrames', the second through 'audioChannels' (in this case left 0 and right 1).
It is good to familiarise yourself with this structure as it's fundamental to producing sound with the system.
*/
#include <Bela.h>
#include <cmath>
float gFrequency = 440.0;
float gPhase;
float gInverseSampleRate;
bool setup(BelaContext *context, void *userData)
{
gInverseSampleRate = 1.0 / context->audioSampleRate;
gPhase = 0.0;
return true;
}
void render(BelaContext *context, void *userData)
{
for(unsigned int n = 0; n < context->audioFrames; n++) {
float out = 0.8f * sinf(gPhase);
gPhase += 2.0f * (float)M_PI * gFrequency * gInverseSampleRate;
if(gPhase > M_PI)
gPhase -= 2.0f * (float)M_PI;
for(unsigned int channel = 0; channel < context->audioOutChannels; channel++) {
audioWrite(context, n, channel, out);
}
}
}
void cleanup(BelaContext *context, void *userData)
{
}