//
// Copyright (c) 2008-2017 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#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.
SoundSynthesis(Context* context);
/// Setup before engine initialization. Modifies the engine parameters.
virtual void Setup();
/// Setup after engine initialization and before running the main loop.
virtual void Start();
protected:
/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
virtual String GetScreenJoystickPatchString() const { 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_;
};