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/*
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Simple example code for olcPGEX_Sound.h - Mind your speakers!
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You will need SampleA.wav, SampleB.wav and SampleC.wav for this demo.
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Patreon: https://www.patreon.com/javidx9
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018
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*/
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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#define OLC_PGEX_SOUND
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#include "olcPGEX_Sound.h"
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#include <list>
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class SoundTest : public olc::PixelGameEngine
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{
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public:
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SoundTest()
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{
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sAppName = "Sound Test";
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}
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private:
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int sndSampleA;
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int sndSampleB;
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int sndSampleC;
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bool bToggle = false;
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static bool bSynthPlaying;
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static float fSynthFrequency;
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static float fFilterVolume;
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const olc::Key keys[12] = { olc::Key::Z, olc::Key::S, olc::Key::X, olc::Key::D, olc::Key::C,
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olc::Key::V, olc::Key::G, olc::Key::B, olc::Key::H, olc::Key::N, olc::Key::J, olc::Key::M};
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static float fPreviousSamples[128];
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static int nSamplePos;
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private:
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// This is an optional function that allows the user to generate or synthesize sounds
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// in a custom way, it is fed into the output mixer bu the extension
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static float MyCustomSynthFunction(int nChannel, float fGlobalTime, float fTimeStep)
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{
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// Just generate a sine wave of the appropriate frequency
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if (bSynthPlaying)
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return sin(fSynthFrequency * 2.0f * 3.14159f * fGlobalTime);
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else
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return 0.0f;
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}
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// This is an optional function that allows the user to filter the output from
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// the internal mixer of the extension. Here you could add effects or just
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// control volume. I also like to use it to extract information about
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// the currently playing output waveform
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static float MyCustomFilterFunction(int nChannel, float fGlobalTime, float fSample)
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{
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// Fundamentally just control volume
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float fOutput = fSample * fFilterVolume;
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// But also add sample to list of previous samples for visualisation
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fPreviousSamples[nSamplePos] = fOutput;
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nSamplePos++;
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nSamplePos %= 128;
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return fOutput;
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}
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bool OnUserCreate()
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{
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olc::SOUND::InitialiseAudio(44100, 1, 8, 512);
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sndSampleA = olc::SOUND::LoadAudioSample("SampleA.wav");
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sndSampleB = olc::SOUND::LoadAudioSample("SampleB.wav");
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sndSampleC = olc::SOUND::LoadAudioSample("SampleC.wav");
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// Give the sound engine a hook to a custom generation function
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olc::SOUND::SetUserSynthFunction(MyCustomSynthFunction);
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// Give the sound engine a hook to a custom filtering function
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olc::SOUND::SetUserFilterFunction(MyCustomFilterFunction);
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return true;
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}
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bool OnUserUpdate(float fElapsedTime)
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{
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//olc::SOUND::PlaySample(sndTest);
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auto PointInRect = [&](int x, int y, int rx, int ry, int rw, int rh)
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{
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return x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh);
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};
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int nMouseX = GetMouseX();
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int nMouseY = GetMouseY();
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if(GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 16, 128, 24))
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olc::SOUND::PlaySample(sndSampleA); // Plays the sample once
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if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 48, 128, 24))
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olc::SOUND::PlaySample(sndSampleB);
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if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 80, 128, 24))
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{
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bToggle = !bToggle;
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if (bToggle)
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{
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olc::SOUND::PlaySample(sndSampleC, true); // Plays the sample in looping mode
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}
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else
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{
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olc::SOUND::StopSample(sndSampleC);
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}
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}
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if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 16, 90, 24))
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fFilterVolume += 2.0f * fElapsedTime;
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if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 48, 90, 24))
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fFilterVolume -= 2.0f * fElapsedTime;
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if (fFilterVolume < 0.0f) fFilterVolume = 0.0f;
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if (fFilterVolume > 1.0f) fFilterVolume = 1.0f;
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// Detect keyboard - very simple synthesizer
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if (IsFocused())
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{
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bool bKeyIsPressed = false;
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float fFrequency = 0.0f;
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for (int i = 0; i < 12; i++)
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{
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if (GetKey(keys[i]).bHeld)
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{
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bKeyIsPressed = true;
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float fOctaveBaseFrequency = 220.0f;
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float f12thRootOf2 = pow(2.0f, 1.0f / 12.0f);
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fFrequency = fOctaveBaseFrequency * powf(f12thRootOf2, (float)i);
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}
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}
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fSynthFrequency = fFrequency;
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bSynthPlaying = bKeyIsPressed;
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}
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// Draw Buttons
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Clear(olc::BLUE);
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DrawRect(16, 16, 128, 24);
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DrawString(20, 20, "Play Sample A");
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DrawRect(16, 48, 128, 24);
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DrawString(20, 52, "Play Sample B");
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DrawRect(16, 80, 128, 24);
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DrawString(20, 84, (bToggle ? "Stop Sample C" : "Loop Sample C"));
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DrawRect(160, 16, 90, 24);
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DrawString(164, 20, "Volume +");
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DrawRect(160, 48, 90, 24);
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DrawString(164, 52, "Volume -");
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DrawString(164, 80, "Volume: " + std::to_string((int)(fFilterVolume * 10.0f)));
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// Draw Keyboard
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// White Keys
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for (int i = 0; i < 7; i++)
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{
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FillRect(i * 16 + 8, 160, 16, 64);
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DrawRect(i * 16 + 8, 160, 16, 64, olc::BLACK);
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DrawString(i * 16 + 12, 212, std::string(1, "ZXCVBNM"[i]), olc::BLACK);
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}
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// Black Keys
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for (int i = 0; i < 6; i++)
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{
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if (i != 2)
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{
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FillRect(i * 16 + 18, 160, 12, 32, olc::BLACK);
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DrawString(i * 16 + 20, 180, std::string(1, "SDFGHJ"[i]), olc::WHITE);
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}
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}
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// Draw visualisation
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int nStartPos = (nSamplePos + 127) % 128;
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for (int i = 127; i >= 0; i--)
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{
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float fSample = fPreviousSamples[(nSamplePos + i) % 128];
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DrawLine(124 + i, 210, 124 + i, 210 + (int)(fSample * 20.0f), olc::RED);
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}
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return true;
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}
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// Note we must shut down the sound system too!!
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bool OnUserDestroy()
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{
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olc::SOUND::DestroyAudio();
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return true;
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}
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};
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bool SoundTest::bSynthPlaying = false;
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float SoundTest::fSynthFrequency = 0.0f;
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float SoundTest::fFilterVolume = 1.0f;
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int SoundTest::nSamplePos = 0;
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float SoundTest::fPreviousSamples[128];
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int main()
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{
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SoundTest demo;
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if(demo.Construct(256, 240, 4, 4))
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demo.Start();
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return 0;
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}
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