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