嗨,我只是进入音频编程领域,我想从3DS开始做一个基本的便携式合成器。 devkitpro附带了一些示例代码,显示了从扬声器播放的正弦波的简单实现。我一直在试图理解它,并且它一直在取得一些成功。问题在于代码的文档编写不充分,仅调用了一些函数,我仅从它们的命名就无法理解。我在网上看过,但是,a,我什么也没找到。我只是希望有人可以将我的资源指向正确的方向,该资源可以解释3DS音频编程,或者有人可以逐行解释代码。
这是代码(所有注释均由我提供,以帮助我理解它,我不知道它们是否正确,但我认为它们是正确的):
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <3ds.h>
#define SAMPLERATE 22050
#define SAMPLESPERBUF (SAMPLERATE / 30)
#define BYTESPERSAMPLE 4
//----------------------------------------------------------------------------
void fill_buffer(void *audioBuffer,size_t offset, size_t size, int frequency ) {
//----------------------------------------------------------------------------
u32 *dest = (u32*)audioBuffer;//allows dest to access audio buffer
//fills audio buffer and adds a sample to it for each i
for (int i=0; i<size; i++) {
//divided by the sample rate to scale the wave to how time is
//freq*2PI*(offset+i) results in the angle at that time of the wave and INT16_MAX is equivalent to the amplitude
s16 sample = INT16_MAX * sin(frequency*(2*M_PI)*(offset+i)/SAMPLERATE);
dest[i] = (sample<<16) | (sample & 0xffff);
}
DSP_FlushDataCache(audioBuffer,size);
}
//----------------------------------------------------------------------------
int main(int argc, char **argv) {
//----------------------------------------------------------------------------
//initialises wave buffer
PrintConsole topScreen;
ndspWaveBuf waveBuf[2];
//initialises the graphics for the 3ds
gfxInitDefault();
//initialises screen
consoleInit(GFX_TOP, &topScreen);
consoleSelect(&topScreen);
printf("libctru streaming audio\n");
//sets aside memory for the audio buffer to be stored
u32 *audioBuffer = (u32*)linearAlloc(SAMPLESPERBUF*BYTESPERSAMPLE*2);
//acts as a toggle flag
bool fillBlock = false;
//initialises audio
ndspInit();
//initialises speakers to stereo output and sets the sample rate
ndspSetOutputMode(NDSP_OUTPUT_STEREO);
ndspChnSetInterp(0, NDSP_INTERP_LINEAR);
ndspChnSetRate(0, SAMPLERATE);
ndspChnSetFormat(0, NDSP_FORMAT_STEREO_PCM16);
float mix[12];
memset(mix, 0, sizeof(mix));//sets all elements of the array to zero
mix[0] = 1.0;
mix[1] = 1.0;
ndspChnSetMix(0, mix);
int notefreq[] = {
262, 294, 339, 349, 392, 440,
494, 440, 392, 349, 339, 294
};
int note = 4;
memset(waveBuf,0,sizeof(waveBuf));//clears waveBuf
waveBuf[0].data_vaddr = &audioBuffer[0];
waveBuf[0].nsamples = SAMPLESPERBUF;
waveBuf[1].data_vaddr = &audioBuffer[SAMPLESPERBUF];
waveBuf[1].nsamples = SAMPLESPERBUF;
size_t stream_offset = 0;//variable to hold how far into the wave has run
fill_buffer(audioBuffer,stream_offset, SAMPLESPERBUF * 2, notefreq[note]);
stream_offset += SAMPLESPERBUF;
ndspChnWaveBufAdd(0, &waveBuf[0]);
ndspChnWaveBufAdd(0, &waveBuf[1]);
printf("Press up/down to change tone\n");
while(aptMainLoop()) {
gfxSwapBuffers();
gfxFlushBuffers();
gspWaitForVBlank();
hidScanInput();
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kDown & KEY_DOWN) {
note -= 1;
if (note<0) note = sizeof(notefreq)/sizeof(notefreq[0])-1;
}
if (kDown & KEY_UP) {
note += 1;
if (note > (sizeof(notefreq)/sizeof(notefreq[0])-1)) note = 0;
}
//checks if audio buffer has been emptied if it has, it refills it
if (waveBuf[fillBlock].status == NDSP_WBUF_DONE) {
fill_buffer(waveBuf[fillBlock].data_pcm16, stream_offset, waveBuf[fillBlock].nsamples,notefreq[note]);
ndspChnWaveBufAdd(0, &waveBuf[fillBlock]);
stream_offset += waveBuf[fillBlock].nsamples;
fillBlock = !fillBlock;
}
}
ndspExit();
linearFree(audioBuffer);
gfxExit();
return 0;
}
感谢所有回答此问题的人,因为我想避免盲目使用代码。