SoundSynthesis.h 4.3 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Node;
  27. class BufferedSoundStream;
  28. }
  29. /// Sound synthesis example.
  30. /// This sample demonstrates:
  31. /// - Playing back a sound stream produced on-the-fly by a simple CPU synthesis algorithm
  32. class SoundSynthesis : public Sample
  33. {
  34. URHO3D_OBJECT(SoundSynthesis, Sample);
  35. public:
  36. /// Construct.
  37. SoundSynthesis(Context* context);
  38. /// Setup before engine initialization. Modifies the engine parameters.
  39. virtual void Setup();
  40. /// Setup after engine initialization and before running the main loop.
  41. virtual void Start();
  42. protected:
  43. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  44. virtual String GetScreenJoystickPatchString() const { return
  45. "<patch>"
  46. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">"
  47. " <attribute name=\"Is Visible\" value=\"false\" />"
  48. " </add>"
  49. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
  50. " <attribute name=\"Is Visible\" value=\"false\" />"
  51. " </add>"
  52. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  53. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Up</replace>"
  54. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  55. " <element type=\"Text\">"
  56. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  57. " <attribute name=\"Text\" value=\"UP\" />"
  58. " </element>"
  59. " </add>"
  60. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
  61. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Down</replace>"
  62. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
  63. " <element type=\"Text\">"
  64. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  65. " <attribute name=\"Text\" value=\"DOWN\" />"
  66. " </element>"
  67. " </add>"
  68. "</patch>";
  69. }
  70. private:
  71. /// Construct the sound stream and start playback.
  72. void CreateSound();
  73. /// Buffer more sound data.
  74. void UpdateSound();
  75. /// Construct an instruction text to the UI.
  76. void CreateInstructions();
  77. /// Subscribe to application-wide logic update events.
  78. void SubscribeToEvents();
  79. /// Handle the logic update event.
  80. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  81. /// Scene node for the sound component.
  82. SharedPtr<Node> node_;
  83. /// Sound stream that we update.
  84. SharedPtr<BufferedSoundStream> soundStream_;
  85. /// Instruction text.
  86. SharedPtr<Text> instructionText_;
  87. /// Filter coefficient for the sound.
  88. float filter_;
  89. /// Synthesis accumulator.
  90. float accumulator_;
  91. /// First oscillator.
  92. float osc1_;
  93. /// Second oscillator.
  94. float osc2_;
  95. };