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Messages - freshtrack

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1
Audio / Re: Any example of writing data continuously and Synth Sound?
« on: March 04, 2017, 04:52:19 pm »
OK,I'm trying to modify MyStream and bass synth example,not quite I want.
MyStream example from here
http://www.sfml-dev.org/tutorials/2.4/audio-streams.php
the sound I suppose is sine wave non stop.
but the result is sine wave with some break pop sound and the volume vibe.What's wrong?Get pretty confused.

#include <SFML/Audio.hpp>
#include <vector>

#define MAXVOL (0.22*32768)
#define DECAY (MAXVOL/4000)

#define KEYS 1
#define M_PI 3.14159265358979323846

float vol[KEYS] = { 0 }, pos[KEYS];

int sampleRate = 44100;
int numChannel = 2;
int bfSize = sampleRate * numChannel;

class MyStream : public sf::SoundStream
{
public:

        void SetBufSize(int sz, int numChannel, int sampleRate)
        {
                m_samples.resize(sz, 0);
                m_currentSample = 0;
                initialize(numChannel, sampleRate);
        }

private:

    virtual bool onGetData(Chunk& data)
    {
                static const int samplesToStream = bfSize;

        data.samples = &m_samples[m_currentSample];

                vol[0] = MAXVOL;

        if (m_currentSample + samplesToStream <= m_samples.size())
        {
                        int k, c, s;
                        float omega;

                        for (k = 0; k < KEYS; k++)
                        {
                                omega = 2 * M_PI*pow(2.0, (k + 3) / 12.0)*440.0 / sampleRate;
                                for (c = 0; c < samplesToStream / sizeof(short); c += numChannel)
                                {
                                        s = m_samples[c] + sin(pos[k])*vol[k];
                                        if (s > 32767) s = 32767;
                                        else if (s < -32768) s = -32768;
                                        m_samples[c + 1] = m_samples[c] = s;
                                        pos[k] += omega;
                                }
                                pos[k] = fmod(pos[k], 2 * M_PI);
                        }

            data.sampleCount = sampleRate;
                        m_currentSample = 0;

            return true;
        }
        else
        {
                        //won't run here
            data.sampleCount = m_samples.size() - m_currentSample;
            m_currentSample = m_samples.size();
            return false;
        }
    }

        //won't run here
    virtual void onSeek(sf::Time timeOffset)
    {
        m_currentSample = static_cast<std::size_t>(timeOffset.asSeconds() * getSampleRate() * getChannelCount());
    }

    std::vector<sf::Int16> m_samples;
    std::size_t m_currentSample;
};

int main()
{
    MyStream stream;
        stream.SetBufSize(bfSize, numChannel, sampleRate);
    stream.play();

        //won't stop in this example
    while (stream.getStatus() == MyStream::Playing)
        sf::sleep(sf::seconds(1));

    return 0;
}
 

2
Audio / Re: Any example of writing data continuously and Synth Sound?
« on: March 04, 2017, 02:59:46 pm »
The non stop part I think :o

1.How to add data to a SoundStream.Not load from file,but from data array or vector or something.What functioin can do this?
2.How to send these data and play.function and how?
3.Repeat Step 1 and 2 for ever

Why I am picking C++,that's just becuase I saw some video game tutorial from youtube.
And why SFML audio?because OpenAL is much more hard to understand.
And why OpenAL?because bass is not open source and free.
that's why I finally got here ;D

3
Audio / Re: Any example of writing data continuously and Synth Sound?
« on: March 04, 2017, 02:38:39 pm »
Sad thing is I am not a programmer,I know very little about C/C++ and programming thing,
If I know how to do this,I won't post this topic,right? :-\

So will you please tell me how to do this,some hint or something.
Some piece of code,or some useful example I can understand.
Because right now I really have no idea how to do it

4
Audio / Any example of writing data continuously and Synth Sound?
« on: March 04, 2017, 07:54:38 am »
new to SFML 2.4.2,and I did'nt find some good example about how to do this.
I found some topic about soundstream without full coding.
and some example from github like this.

https://github.com/slallement/SoundSynth

It works but not the way I want.

The note seems to be data fixed length and add to the buffer and can not continuous write data to the buffer.

What I need is something like bass audio library.

http://www.un4seen.com/

they have a very good example called synth.

some code like below

stream=BASS_StreamCreate(info.freq,2,0,(STREAMPROC*)WriteStream,0); // create a stream (stereo for effects)
BASS_ChannelPlay(stream,FALSE); // start it

DWORD CALLBACK WriteStream(HSTREAM handle, short *buffer, DWORD length, void *user)
{
        int k,c,s;
        float omega;
        memset(buffer,0,length);
        for (k=0;k<KEYS;k++) {
                if (!vol[k]) continue;
                omega=2*M_PI*pow(2.0,(k+3)/12.0)*440.0/info.freq;
                for (c=0;c<length/sizeof(short);c+=2) {
                        s=buffer[c]+sin(pos[k])*vol[k];
                        if (s>32767) s=32767;
                        else if (s<-32768) s=-32768;
                        buffer[c+1]=buffer[c]=s; // left and right channels are the same
                        pos[k]+=omega;
                        if (vol[k]<MAXVOL) {
                                vol[k]-=DECAY;
                                if (vol[k]<=0) { // faded-out
                                        vol[k]=0;
                                        break;
                                }
                        }
                }
                pos[k]=fmod(pos[k],2*M_PI);
        }
        return length;
}
 

All the work is in this thread called WriteStream
in the function,you just write and wave formular like sine wave,It just keep producing sound.
and according to the vol array outside,you can control which freq sound to play if your key is down.

What I need it how to write such a non stop, keep writing thread,to fill buffer and playing for ever.

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