#include #include #include #include #include #define SAMPLERATE 48000 #define CHANNELCOUNT 2 #define FRAMERATE (1000 / 30) #define SAMPLECOUNT (SAMPLERATE / FRAMERATE) #define BYTESPERSAMPLE 2 void fill_audio_buffer(void* audio_buffer, size_t offset, size_t size, int frequency) { if (audio_buffer == NULL) return; u32* dest = (u32*) audio_buffer; for (int i = 0; i < size; i++) { // This is a simple sine wave, with a frequency of `frequency` Hz, and an amplitude 30% of maximum. s16 sample = 0.3 * 0x7FFF * sin(frequency * (2 * M_PI) * (offset + i) / SAMPLERATE); // Stereo samples are interleaved: left and right channels. dest[i] = (sample << 16) | (sample & 0xffff); } } int main(int argc, char **argv) { Result rc = 0; int notefreq[] = { 220, 440, 880, 1760, 3520, 7040, 14080, 7040, 3520, 1760, 880, 440 }; // Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one. consoleInit(NULL); // Configure our supported input layout: a single player with standard controller styles padConfigureInput(1, HidNpadStyleSet_NpadStandard); // Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller) PadState pad; padInitializeDefault(&pad); AudioOutBuffer audout_buf; AudioOutBuffer *audout_released_buf; // Make sure the sample buffer size is aligned to 0x1000 bytes. u32 data_size = (SAMPLECOUNT * CHANNELCOUNT * BYTESPERSAMPLE); u32 buffer_size = (data_size + 0xfff) & ~0xfff; // Allocate the buffer. u8* out_buf_data = memalign(0x1000, buffer_size); // Ensure buffers were properly allocated. if (out_buf_data == NULL) { rc = MAKERESULT(Module_Libnx, LibnxError_OutOfMemory); printf("Failed to allocate sample data buffers\n"); } if (R_SUCCEEDED(rc)) memset(out_buf_data, 0, buffer_size); if (R_SUCCEEDED(rc)) { // Initialize the default audio output device. rc = audoutInitialize(); printf("audoutInitialize() returned 0x%x\n", rc); } if (R_SUCCEEDED(rc)) { printf("Sample rate: 0x%x\n", audoutGetSampleRate()); printf("Channel count: 0x%x\n", audoutGetChannelCount()); printf("PCM format: 0x%x\n", audoutGetPcmFormat()); printf("Device state: 0x%x\n", audoutGetDeviceState()); // Start audio playback. rc = audoutStartAudioOut(); printf("audoutStartAudioOut() returned 0x%x\n", rc); } bool play_tone = false; printf("Press A, B, Y, X, Left, Up, Right, Down, L, R, ZL or ZR to play a different tone.\n"); while (appletMainLoop()) { // Scan the gamepad. This should be done once for each frame padUpdate(&pad); // padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one u64 kDown = padGetButtonsDown(&pad); if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu if (kDown & HidNpadButton_A) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[0]); play_tone = true; } if (kDown & HidNpadButton_B) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[1]); play_tone = true; } if (kDown & HidNpadButton_Y) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[2]); play_tone = true; } if (kDown & HidNpadButton_X) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[3]); play_tone = true; } if (kDown & HidNpadButton_Left) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[4]); play_tone = true; } if (kDown & HidNpadButton_Up) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[5]); play_tone = true; } if (kDown & HidNpadButton_Right) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[6]); play_tone = true; } if (kDown & HidNpadButton_Down) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[7]); play_tone = true; } if (kDown & HidNpadButton_L) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[8]); play_tone = true; } if (kDown & HidNpadButton_R) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[9]); play_tone = true; } if (kDown & HidNpadButton_ZL) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[10]); play_tone = true; } if (kDown & HidNpadButton_ZR) { fill_audio_buffer(out_buf_data, 0, data_size, notefreq[11]); play_tone = true; } if (R_SUCCEEDED(rc) && play_tone) { // Prepare the audio data source buffer. audout_buf.next = NULL; audout_buf.buffer = out_buf_data; audout_buf.buffer_size = buffer_size; audout_buf.data_size = data_size; audout_buf.data_offset = 0; // Prepare pointer for the released buffer. audout_released_buf = NULL; // Play the buffer. rc = audoutPlayBuffer(&audout_buf, &audout_released_buf); if (R_FAILED(rc)) printf("audoutPlayBuffer() returned 0x%x\n", rc); play_tone = false; } consoleUpdate(NULL); } // Stop audio playback. rc = audoutStopAudioOut(); printf("audoutStopAudioOut() returned 0x%x\n", rc); // Terminate the default audio output device. audoutExit(); consoleExit(NULL); return 0; }