switch-examples/audio/playtone/source/main.c

206 lines
5.9 KiB
C

#include <string.h>
#include <stdio.h>
#include <malloc.h>
#include <math.h>
#include <switch.h>
#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;
}