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effect_bitcrusher.h
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effect_bitcrusher.h
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/* Audio Library for Teensy 3.X
* Copyright (c) 2014, Jonathan Payne ([email protected])
* Based on Effect_Fade by Paul Stoffregen
* Development of this audio library was funded by PJRC.COM, LLC by sales of
* Teensy and Audio Adaptor boards. Please support PJRC's efforts to develop
* open source software by purchasing Teensy or other PJRC products.
*
* 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, development funding 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.
*/
#ifndef effect_bitcrusher_h_
#define effect_bitcrusher_h_
#include "Arduino.h"
#include "AudioStream.h"
class AudioEffectBitcrusher : public AudioStream
{
public:
AudioEffectBitcrusher(void)
: AudioStream(1, inputQueueArray) {}
void bits(uint8_t b) {
if (b > 16) b = 16;
else if (b == 0) b = 1;
crushBits = b;
}
void sampleRate(float hz) {
int n = (AUDIO_SAMPLE_RATE_EXACT / hz) + 0.5;
if (n < 1) n = 1;
else if (n > 64) n = 64;
sampleStep = n;
}
virtual void update(void);
private:
uint8_t crushBits; // 16 = off
uint8_t sampleStep; // the number of samples to double up. This simple technique only allows a few stepped positions.
audio_block_t *inputQueueArray[1];
};
#endif