// Copyright (c) 2008-2023 the Urho3D project
// License: MIT
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Node;
class BufferedSoundStream;
}
/// Sound synthesis example.
/// This sample demonstrates:
/// - Playing back a sound stream produced on-the-fly by a simple CPU synthesis algorithm
class SoundSynthesis : public Sample
{
URHO3D_OBJECT(SoundSynthesis, Sample);
public:
/// Construct.
explicit SoundSynthesis(Context* context);
/// Setup before engine initialization. Modifies the engine parameters.
void Setup() override;
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
String GetScreenJoystickPatchString() const override { return
""
" "
" "
" "
" "
" "
" "
" "
" Up"
" "
" "
" "
" "
" "
" "
" "
" Down"
" "
" "
" "
" "
" "
" "
"";
}
private:
/// Construct the sound stream and start playback.
void CreateSound();
/// Buffer more sound data.
void UpdateSound();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Scene node for the sound component.
SharedPtr node_;
/// Sound stream that we update.
SharedPtr soundStream_;
/// Instruction text.
SharedPtr instructionText_;
/// Filter coefficient for the sound.
float filter_;
/// Synthesis accumulator.
float accumulator_;
/// First oscillator.
float osc1_;
/// Second oscillator.
float osc2_;
};