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- //
- // Copyright (c) 2008-2015 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.
- //
- #include <Urho3D/Urho3D.h>
- #include <Urho3D/Audio/BufferedSoundStream.h>
- #include <Urho3D/Audio/SoundSource.h>
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/IO/Log.h>
- #include <Urho3D/Scene/Node.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "SoundSynthesis.h"
- #include <Urho3D/DebugNew.h>
- // Expands to this example's entry-point
- DEFINE_APPLICATION_MAIN(SoundSynthesis)
- SoundSynthesis::SoundSynthesis(Context* context) :
- Sample(context),
- filter_(0.5f),
- accumulator_(0.0f),
- osc1_(0.0f),
- osc2_(180.0f)
- {
- }
- void SoundSynthesis::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the sound stream & start playback
- CreateSound();
-
- // Create the UI content
- CreateInstructions();
-
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void SoundSynthesis::CreateSound()
- {
- // Sound source needs a node so that it is considered enabled
- node_ = new Node(context_);
- SoundSource* source = node_->CreateComponent<SoundSource>();
-
- soundStream_ = new BufferedSoundStream();
- // Set format: 44100 Hz, sixteen bit, mono
- soundStream_->SetFormat(44100, true, false);
-
- // Start playback. We don't have data in the stream yet, but the SoundSource will wait until there is data,
- // as the stream is by default in the "don't stop at end" mode
- source->Play(soundStream_);
- }
- void SoundSynthesis::UpdateSound()
- {
- // Try to keep 1/10 seconds of sound in the buffer, to avoid both dropouts and unnecessary latency
- float targetLength = 1.0f / 10.0f;
- float requiredLength = targetLength - soundStream_->GetBufferLength();
- if (requiredLength < 0.0f)
- return;
-
- unsigned numSamples = (unsigned)(soundStream_->GetFrequency() * requiredLength);
- if (!numSamples)
- return;
-
- // Allocate a new buffer and fill it with a simple two-oscillator algorithm. The sound is over-amplified
- // (distorted), clamped to the 16-bit range, and finally lowpass-filtered according to the coefficient
- SharedArrayPtr<signed short> newData(new signed short[numSamples]);
- for (unsigned i = 0; i < numSamples; ++i)
- {
- osc1_ = fmodf(osc1_ + 1.0f, 360.0f);
- osc2_ = fmodf(osc2_ + 1.002f, 360.0f);
-
- float newValue = Clamp((Sin(osc1_) + Sin(osc2_)) * 100000.0f, -32767.0f, 32767.0f);
- accumulator_ = Lerp(accumulator_, newValue, filter_);
- newData[i] = (int)accumulator_;
- }
-
- // Queue buffer to the stream for playback
- soundStream_->AddData(newData, numSamples * sizeof(signed short));
- }
- void SoundSynthesis::CreateInstructions()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
-
- // Construct new Text object, set string to display and font to use
- instructionText_ = ui->GetRoot()->CreateChild<Text>();
- instructionText_->SetText("Use cursor up and down to control sound filtering");
- instructionText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
-
- // Position the text relative to the screen center
- instructionText_->SetTextAlignment(HA_CENTER);
- instructionText_->SetHorizontalAlignment(HA_CENTER);
- instructionText_->SetVerticalAlignment(VA_CENTER);
- instructionText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void SoundSynthesis::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, HANDLER(SoundSynthesis, HandleUpdate));
- }
- void SoundSynthesis::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
-
- // Use keys to control the filter constant
- Input* input = GetSubsystem<Input>();
- if (input->GetKeyDown(KEY_UP))
- filter_ += timeStep * 0.5f;
- if (input->GetKeyDown(KEY_DOWN))
- filter_ -= timeStep * 0.5f;
- filter_ = Clamp(filter_, 0.01f, 1.0f);
-
- instructionText_->SetText("Use cursor up and down to control sound filtering\n"
- "Coefficient: " + String(filter_));
-
- UpdateSound();
- }
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