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+//
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+// Copyright (c) 2008-2014 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "BufferedSoundStream.h"
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+#include "CoreEvents.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Input.h"
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+#include "Log.h"
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+#include "Node.h"
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+#include "SoundSource.h"
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+#include "Text.h"
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+#include "UI.h"
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+
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+#include "SoundSynthesis.h"
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+
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+#include "DebugNew.h"
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(SoundSynthesis)
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+
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+SoundSynthesis::SoundSynthesis(Context* context) :
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+ Sample(context),
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+ filter_(0.5f),
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+ accumulator_(0.0f),
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+ osc1_(0.0f),
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+ osc2_(0.0f)
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+{
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+}
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+
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+void SoundSynthesis::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the sound stream & start playback
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+ CreateSound();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Hook up to the frame update events
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+ SubscribeToEvents();
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+}
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+
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+void SoundSynthesis::CreateSound()
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+{
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+ // Sound source needs a node so that it is considered enabled
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+ node_ = new Node(context_);
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+ SoundSource* source = node_->CreateComponent<SoundSource>();
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+
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+ soundStream_ = new BufferedSoundStream();
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+ // Set format: 44100 kHz, sixteen bit, mono
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+ soundStream_->SetFormat(44100, true, false);
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+
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+ // Start playback. We don't have data in the stream yet, but the SoundSource will wait until there is data,
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+ // as the stream is by default in the "don't stop at end" mode
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+ source->Play(soundStream_);
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+}
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+
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+void SoundSynthesis::UpdateSound()
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+{
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+ // Try to keep 1/10 seconds of sound in the buffer, to avoid both dropouts and unnecessary latency
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+ float targetLength = 1.0f / 10.0f;
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+ float requiredLength = targetLength - soundStream_->GetBufferLength();
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+ if (requiredLength < 0.0f)
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+ return;
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+
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+ unsigned numSamples = (unsigned)(soundStream_->GetFrequency() * requiredLength);
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+ if (!numSamples)
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+ return;
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+
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+ SharedArrayPtr<signed short> newData(new signed short[numSamples]);
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+ for (unsigned i = 0; i < numSamples; ++i)
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+ {
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+ osc1_ = fmodf(osc1_ + 1.0f, 360.0f);
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+ osc2_ = fmodf(osc2_ + 1.002f, 360.0f);
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+
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+ float newValue = Clamp((Sin(osc1_) + Sin(osc2_)) * 200000.0f, -32767.0f, 32767.0f);
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+ accumulator_ = Lerp(accumulator_, newValue, filter_);
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+ newData[i] = (int)accumulator_;
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+ }
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+
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+ soundStream_->AddData(newData, numSamples * sizeof(signed short));
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+}
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+
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+void SoundSynthesis::CreateInstructions()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Construct new Text object, set string to display and font to use
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+ Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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+ instructionText->SetText("Use cursor up and down to control sound filtering");
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+ instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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+
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+ // Position the text relative to the screen center
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+ instructionText->SetHorizontalAlignment(HA_CENTER);
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+ instructionText->SetVerticalAlignment(VA_CENTER);
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+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+}
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+
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+void SoundSynthesis::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(SoundSynthesis, HandleUpdate));
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+}
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+
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+void SoundSynthesis::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ // Use keys to control the filter constant
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+ Input* input = GetSubsystem<Input>();
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+ if (input->GetKeyDown(KEY_UP))
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+ filter_ += timeStep * 0.5f;
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+ if (input->GetKeyDown(KEY_DOWN))
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+ filter_ -= timeStep * 0.5f;
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+ filter_ = Clamp(filter_, 0.01f, 1.0f);
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+
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+ UpdateSound();
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+}
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