switch-examples/audio/playtone/source/main.c
2018-02-20 19:48:14 +00:00

187 lines
5.5 KiB
C

#include <string.h>
#include <stdio.h>
#include <malloc.h>
#include <math.h>
#include <switch.h>
#define SAMPLERATE 48000
#define SAMPLESPERBUF (SAMPLERATE / 10)
#define BYTESPERSAMPLE 4
void fill_audio_buffer(void* audio_buffer, size_t offset, size_t size, int frequency) {
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;
AudioOutBuffer source_buffer;
AudioOutBuffer released_buffer;
int notefreq[] = {
220,
440, 880, 1760, 3520, 7040,
14080,
7040, 3520, 1760, 880, 440
};
// Make sure the sample buffer is aligned to 0x1000 bytes
u32 raw_data_size = (SAMPLESPERBUF * BYTESPERSAMPLE * 2);
u32 raw_data_size_aligned = (raw_data_size + 0xfff) & ~0xfff;
u8* raw_data = memalign(0x1000, raw_data_size_aligned);
// Ensure buffer was properly allocated
if (raw_data == NULL)
fatalSimple(MAKERESULT(Module_Libnx, LibnxError_OutOfMemory));
// Clear the buffer
memset(raw_data, 0, raw_data_size_aligned);
gfxInitDefault();
// Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
// 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 all the inputs. This should be done once for each frame
hidScanInput();
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & KEY_A)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[0]);
play_tone = true;
}
if (kDown & KEY_B)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[1]);
play_tone = true;
}
if (kDown & KEY_Y)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[2]);
play_tone = true;
}
if (kDown & KEY_X)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[3]);
play_tone = true;
}
if (kDown & KEY_DLEFT)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[4]);
play_tone = true;
}
if (kDown & KEY_DUP)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[5]);
play_tone = true;
}
if (kDown & KEY_DRIGHT)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[6]);
play_tone = true;
}
if (kDown & KEY_DDOWN)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[7]);
play_tone = true;
}
if (kDown & KEY_L)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[8]);
play_tone = true;
}
if (kDown & KEY_R)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[9]);
play_tone = true;
}
if (kDown & KEY_ZL)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[10]);
play_tone = true;
}
if (kDown & KEY_ZR)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[11]);
play_tone = true;
}
if (play_tone)
{
// Prepare the audio data source buffer.
source_buffer.next = 0;
source_buffer.buffer = raw_data;
source_buffer.buffer_size = raw_data_size;
source_buffer.data_size = SAMPLESPERBUF * 2;
source_buffer.data_offset = 0;
// Play this buffer once.
rc = audoutPlayBuffer(&source_buffer, &released_buffer);
play_tone = false;
if (!R_SUCCEEDED(rc))
printf("audoutPlayBuffer() returned 0x%x\n", rc);
}
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
// Stop audio playback.
rc = audoutStopAudioOut();
printf("audoutStopAudioOut() returned 0x%x\n", rc);
// Terminate the default audio output device.
audoutExit();
gfxExit();
return 0;
}