//***************************************************************************** // // synth.c - A single-octave synthesizer to demonstrate the use of the sound // driver. // // Copyright (c) 2013-2014 Texas Instruments Incorporated. All rights reserved. // Software License Agreement // // Texas Instruments (TI) is supplying this software for use solely and // exclusively on TI's microcontroller products. The software is owned by // TI and/or its suppliers, and is protected under applicable copyright // laws. You may not combine this software with "viral" open-source // software in order to form a larger program. // // THIS SOFTWARE IS PROVIDED "AS IS" AND WITH ALL FAULTS. // NO WARRANTIES, WHETHER EXPRESS, IMPLIED OR STATUTORY, INCLUDING, BUT // NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE APPLY TO THIS SOFTWARE. TI SHALL NOT, UNDER ANY // CIRCUMSTANCES, BE LIABLE FOR SPECIAL, INCIDENTAL, OR CONSEQUENTIAL // DAMAGES, FOR ANY REASON WHATSOEVER. // // This is part of revision 2.1.0.12573 of the DK-TM4C129X Firmware Package. // //***************************************************************************** #include #include #include "inc/hw_memmap.h" #include "inc/hw_types.h" #include "driverlib/gpio.h" #include "driverlib/rom.h" #include "driverlib/rom_map.h" #include "driverlib/sysctl.h" #include "grlib/grlib.h" #include "grlib/widget.h" #include "utils/sine.h" #include "drivers/frame.h" #include "drivers/kentec320x240x16_ssd2119.h" #include "drivers/pinout.h" #include "drivers/sound.h" #include "drivers/touch.h" //***************************************************************************** // //! \addtogroup example_list //!

Synthesizer (synth)

//! //! This application provides a single-octave synthesizer utilizing the touch //! screen as a virtual piano keyboard. The notes played on the virtual piano //! are played out via the on-board speaker. // //***************************************************************************** //***************************************************************************** // // The colors used to draw the white keys. // //***************************************************************************** #define ClrWhiteKey 0xcfcfcf #define ClrWhiteBright 0xffffff #define ClrWhiteDim 0x9f9f9f //***************************************************************************** // // The colors used to draw the black keys. // //***************************************************************************** #define ClrBlackKey 0x000000 #define ClrBlackBright 0x606060 #define ClrBlackDim 0x303030 //***************************************************************************** // // The color used to draw a pressed key. // //***************************************************************************** #define ClrPressed 0x3f3fbf //***************************************************************************** // // The width and height of the white keys. The width should be an even number. // //***************************************************************************** #define WHITE_WIDTH 36 #define WHITE_HEIGHT 190 //***************************************************************************** // // The width and height of the black keys. The width should be a multiple of // four. // //***************************************************************************** #define BLACK_WIDTH 26 #define BLACK_HEIGHT 110 //***************************************************************************** // // The screen offset of the upper left hand corner of the keyboard. // //***************************************************************************** #define X_OFFSET 16 #define Y_OFFSET 32 //***************************************************************************** // // A structure that describes a key on the keyboard. // //***************************************************************************** typedef struct { // // The outline of the key. // tRectangle sOutline; // // The first/top fill for the key. // tRectangle sFill1; // // The second/bottom fill for the key (not used for black keys). // tRectangle sFill2; // // The frequency of the note produced by this key. // uint32_t ui32Freq; } tKey; //***************************************************************************** // // The white keys on the keyboard. // //***************************************************************************** static const tKey g_psWhiteKeys[] = { // // C4 // { // // Outline // { X_OFFSET, Y_OFFSET, X_OFFSET + WHITE_WIDTH - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + 2, Y_OFFSET + 2, X_OFFSET + WHITE_WIDTH - ((BLACK_WIDTH * 3) / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + WHITE_WIDTH - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 261 }, // // D4 // { // // Outline // { X_OFFSET + WHITE_WIDTH, Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 2) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + WHITE_WIDTH + (BLACK_WIDTH / 4), Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 2) - (BLACK_WIDTH / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + WHITE_WIDTH + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 2) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 294 }, // // E4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 2), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 3) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + (WHITE_WIDTH * 2) + ((BLACK_WIDTH * 3) / 4), Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 3) - 3, Y_OFFSET + BLACK_HEIGHT - 1, }, // // Bottom fill // { X_OFFSET + (WHITE_WIDTH * 2) + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 3) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 330 }, // // F4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 3), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 4) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + (WHITE_WIDTH * 3) + 2, Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 4) - ((BLACK_WIDTH * 3) / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + (WHITE_WIDTH * 3) + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 4) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 349 }, // // G4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 4), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 5) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + (WHITE_WIDTH * 4) + (BLACK_WIDTH / 4), Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 5) - (BLACK_WIDTH / 2) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + (WHITE_WIDTH * 4) + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 5) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 392 }, // // A4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 5), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 6) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + (WHITE_WIDTH * 5) + (BLACK_WIDTH / 2), Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 6) - (BLACK_WIDTH / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + (WHITE_WIDTH * 5) + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 6) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 440 }, // // B4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 6), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 7) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + (WHITE_WIDTH * 6) + ((BLACK_WIDTH * 3) / 4), Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 7) - 3, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + (WHITE_WIDTH * 6) + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 7) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 494 }, // // C5 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 7), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 8) - 1, Y_OFFSET + WHITE_HEIGHT - 1 }, // // Top fill // { X_OFFSET + (WHITE_WIDTH * 7) + 2, Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 8) - 3, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Bottom fill // { X_OFFSET + (WHITE_WIDTH * 7) + 2, Y_OFFSET + BLACK_HEIGHT, X_OFFSET + (WHITE_WIDTH * 8) - 3, Y_OFFSET + WHITE_HEIGHT - 3 }, // // Frequency // 523 } }; //***************************************************************************** // // The number of white keys. // //***************************************************************************** #define NUM_WHITE_KEYS (sizeof(g_psWhiteKeys) / \ sizeof(g_psWhiteKeys[0])) //***************************************************************************** // // The black keys on the keyboard. // //***************************************************************************** static const tKey g_psBlackKeys[] = { // // C#4 // { // // Outline // { X_OFFSET + WHITE_WIDTH - ((BLACK_WIDTH * 3) / 4), Y_OFFSET, X_OFFSET + WHITE_WIDTH + (BLACK_WIDTH / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Fill // { X_OFFSET + WHITE_WIDTH - ((BLACK_WIDTH * 3) / 4) + 2, Y_OFFSET + 2, X_OFFSET + WHITE_WIDTH + (BLACK_WIDTH / 4) - 3, Y_OFFSET + BLACK_HEIGHT - 3 }, // // Unused // { 0 }, // // Frequency // 277 }, // // D#4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 2) - (BLACK_WIDTH / 4), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 2) + ((BLACK_WIDTH * 3) / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Fill // { X_OFFSET + (WHITE_WIDTH * 2) - (BLACK_WIDTH / 4) + 2, Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 2) + ((BLACK_WIDTH * 3) / 4) - 3, Y_OFFSET + BLACK_HEIGHT - 3 }, // // Unused // { 0 }, // // Frequency // 311 }, // // F#4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 4) - ((BLACK_WIDTH * 3) / 4), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 4) + (BLACK_WIDTH / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Fill // { X_OFFSET + (WHITE_WIDTH * 4) - ((BLACK_WIDTH * 3) / 4) + 2, Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 4) + (BLACK_WIDTH / 4) - 3, Y_OFFSET + BLACK_HEIGHT - 3 }, // // Unused // { 0 }, // // Frequency // 370 }, // // G#4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 5) - (BLACK_WIDTH / 2), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 5) + (BLACK_WIDTH / 2) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Fill // { X_OFFSET + (WHITE_WIDTH * 5) - (BLACK_WIDTH / 2) + 2, Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 5) + (BLACK_WIDTH / 2) - 3, Y_OFFSET + BLACK_HEIGHT - 3 }, // // Unused // { 0 }, // // Frequency // 415 }, // // A#4 // { // // Outline // { X_OFFSET + (WHITE_WIDTH * 6) - (BLACK_WIDTH / 4), Y_OFFSET, X_OFFSET + (WHITE_WIDTH * 6) + ((BLACK_WIDTH * 3) / 4) - 1, Y_OFFSET + BLACK_HEIGHT - 1 }, // // Fill // { X_OFFSET + (WHITE_WIDTH * 6) - (BLACK_WIDTH / 4) + 2, Y_OFFSET + 2, X_OFFSET + (WHITE_WIDTH * 6) + ((BLACK_WIDTH * 3) / 4) - 3, Y_OFFSET + BLACK_HEIGHT - 3 }, // // Unused // { 0 }, // // Frequency // 466 } }; //***************************************************************************** // // The number of black keys. // //***************************************************************************** #define NUM_BLACK_KEYS (sizeof(g_psBlackKeys) / \ sizeof(g_psBlackKeys[0])) //***************************************************************************** // // The buffer used to store the synthesized waveform that is to be played. The // buffer size must be a power of 2 less than or equal to 2048. // //***************************************************************************** #define AUDIO_SIZE 2048 static int16_t g_pi16AudioBuffer[AUDIO_SIZE]; //***************************************************************************** // // A set of flags that indicate the current state of the application. // //***************************************************************************** static uint32_t g_ui32Flags; #define FLAG_PING 0 // The "ping" half of the sound // buffer needs to be filled #define FLAG_PONG 1 // The "pong" half of the sound // buffer needs to be filled //***************************************************************************** // // The key that is currently pressed. // //***************************************************************************** uint32_t g_ui32Key = NUM_WHITE_KEYS + NUM_BLACK_KEYS; //***************************************************************************** // // The position within the waveform of the currently playing key. // //***************************************************************************** uint32_t g_ui32AudioPos; //***************************************************************************** // // The step rate of the waveform for the currently playing key. // //***************************************************************************** uint32_t g_ui32AudioStep; //***************************************************************************** // // The error routine that is called if the driver library encounters an error. // //***************************************************************************** #ifdef DEBUG void __error__(char *pcFilename, uint32_t ui32Line) { } #endif //***************************************************************************** // // Fills in one of the white keys with the given color. // //***************************************************************************** static inline void FillWhiteKey(tContext *pContext, uint32_t ui32Key, uint32_t ui32Color) { // // Select the specified color. // GrContextForegroundSet(pContext, ui32Color); // // Fill in the upper and lower portions of the white key. // GrRectFill(pContext, &(g_psWhiteKeys[ui32Key].sFill1)); GrRectFill(pContext, &(g_psWhiteKeys[ui32Key].sFill2)); } //***************************************************************************** // // Draws the white keys on the display. // //***************************************************************************** static inline void DrawWhiteKeys(tContext *pContext) { uint32_t ui32Key; // // Loop through the white keys. // for(ui32Key = 0; ui32Key < NUM_WHITE_KEYS; ui32Key++) { // // Select the color for the top and left edges of the white key. // GrContextForegroundSet(pContext, ClrWhiteBright); // // Draw the top and left edges of the white key. // GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMin, g_psWhiteKeys[ui32Key].sOutline.i16YMin, g_psWhiteKeys[ui32Key].sOutline.i16XMax, g_psWhiteKeys[ui32Key].sOutline.i16YMin); GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16YMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16XMax - 1, g_psWhiteKeys[ui32Key].sOutline.i16YMin + 1); GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMin, g_psWhiteKeys[ui32Key].sOutline.i16YMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16XMin, g_psWhiteKeys[ui32Key].sOutline.i16YMax); GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16YMin + 2, g_psWhiteKeys[ui32Key].sOutline.i16XMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16YMax - 1); // // Select the color for the bottom and right edges of the white key. // GrContextForegroundSet(pContext, ClrWhiteDim); // // Draw the bottom and right edges of the white key. // GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMax, g_psWhiteKeys[ui32Key].sOutline.i16YMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16XMax, g_psWhiteKeys[ui32Key].sOutline.i16YMax); GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMax - 1, g_psWhiteKeys[ui32Key].sOutline.i16YMin + 2, g_psWhiteKeys[ui32Key].sOutline.i16XMax - 1, g_psWhiteKeys[ui32Key].sOutline.i16YMax - 1); GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMin + 1, g_psWhiteKeys[ui32Key].sOutline.i16YMax, g_psWhiteKeys[ui32Key].sOutline.i16XMax - 1, g_psWhiteKeys[ui32Key].sOutline.i16YMax); GrLineDraw(pContext, g_psWhiteKeys[ui32Key].sOutline.i16XMin + 2, g_psWhiteKeys[ui32Key].sOutline.i16YMax - 1, g_psWhiteKeys[ui32Key].sOutline.i16XMax - 2, g_psWhiteKeys[ui32Key].sOutline.i16YMax - 1); // // Fill in the white key with the default color. // FillWhiteKey(pContext, ui32Key, ClrWhiteKey); } } //***************************************************************************** // // Fills in one of the black keys with the given color. // //***************************************************************************** static inline void FillBlackKey(tContext *pContext, uint32_t ui32Key, uint32_t ui32Color) { // // Select the specified color. // GrContextForegroundSet(pContext, ui32Color); // // FIll in the black key. // GrRectFill(pContext, &(g_psBlackKeys[ui32Key].sFill1)); } //***************************************************************************** // // Draws the black keys on the display. // //***************************************************************************** static inline void DrawBlackKeys(tContext *pContext) { uint32_t ui32Key; // // Loop through the black keys. // for(ui32Key = 0; ui32Key < NUM_BLACK_KEYS; ui32Key++) { // // Select the color for the top and left edges of the black key. // GrContextForegroundSet(pContext, ClrBlackBright); // // Draw the top and left edges of the black key. // GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMin, g_psBlackKeys[ui32Key].sOutline.i16YMin, g_psBlackKeys[ui32Key].sOutline.i16XMax, g_psBlackKeys[ui32Key].sOutline.i16YMin); GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMin + 1, g_psBlackKeys[ui32Key].sOutline.i16YMin + 1, g_psBlackKeys[ui32Key].sOutline.i16XMax - 1, g_psBlackKeys[ui32Key].sOutline.i16YMin + 1); GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMin, g_psBlackKeys[ui32Key].sOutline.i16YMin + 1, g_psBlackKeys[ui32Key].sOutline.i16XMin, g_psBlackKeys[ui32Key].sOutline.i16YMax); GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMin + 1, g_psBlackKeys[ui32Key].sOutline.i16YMin + 2, g_psBlackKeys[ui32Key].sOutline.i16XMin + 1, g_psBlackKeys[ui32Key].sOutline.i16YMax - 1); // // Select the color for the bottom and right edges of the black key. // GrContextForegroundSet(pContext, ClrBlackDim); // // Draw the bottom and right edges of the black key. // GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMax, g_psBlackKeys[ui32Key].sOutline.i16YMin + 1, g_psBlackKeys[ui32Key].sOutline.i16XMax, g_psBlackKeys[ui32Key].sOutline.i16YMax); GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMax - 1, g_psBlackKeys[ui32Key].sOutline.i16YMin + 2, g_psBlackKeys[ui32Key].sOutline.i16XMax - 1, g_psBlackKeys[ui32Key].sOutline.i16YMax - 1); GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMin + 1, g_psBlackKeys[ui32Key].sOutline.i16YMax, g_psBlackKeys[ui32Key].sOutline.i16XMax - 1, g_psBlackKeys[ui32Key].sOutline.i16YMax); GrLineDraw(pContext, g_psBlackKeys[ui32Key].sOutline.i16XMin + 2, g_psBlackKeys[ui32Key].sOutline.i16YMax - 1, g_psBlackKeys[ui32Key].sOutline.i16XMax - 2, g_psBlackKeys[ui32Key].sOutline.i16YMax - 1); // // Fill in the black key with the default color. // FillBlackKey(pContext, ui32Key, ClrBlackKey); } } //***************************************************************************** // // The callback function that is called by the sound driver to indicate that // half of the sound buffer has been played. // //***************************************************************************** void SoundCallback(uint32_t ui32Half) { // // See which half of the sound buffer has been played. // if(ui32Half == 0) { // // The first half of the sound buffer needs to be filled. // HWREGBITW(&g_ui32Flags, FLAG_PING) = 1; } else { // // The second half of the sound buffer needs to be filled. // HWREGBITW(&g_ui32Flags, FLAG_PONG) = 1; } } //***************************************************************************** // // The callback function that is called by the touch screen driver to indicate // activity on the touch screen. // //***************************************************************************** int32_t TouchCallback(uint32_t ui32Message, int32_t i32X, int32_t i32Y) { uint32_t ui32Key; // // See if this touch event occurred on one of the black keys. // for(ui32Key = 0; ui32Key < NUM_BLACK_KEYS; ui32Key++) { if((i32X >= g_psBlackKeys[ui32Key].sOutline.i16XMin) && (i32X <= g_psBlackKeys[ui32Key].sOutline.i16XMax) && (i32Y >= g_psBlackKeys[ui32Key].sOutline.i16YMin) && (i32Y <= g_psBlackKeys[ui32Key].sOutline.i16YMax)) { break; } } // // See if a match was found. // if(ui32Key != NUM_BLACK_KEYS) { // // The touch event occurred on one of the black keys. Increment the // index by the number of white keys since they are listed first. // ui32Key += NUM_WHITE_KEYS; } else { // // The touch event did not occur on one of the black keys. Check the // white keys. // for(ui32Key = 0; ui32Key < NUM_WHITE_KEYS; ui32Key++) { if((i32X >= g_psWhiteKeys[ui32Key].sOutline.i16XMin) && (i32X <= g_psWhiteKeys[ui32Key].sOutline.i16XMax) && (i32Y >= g_psWhiteKeys[ui32Key].sOutline.i16YMin) && (i32Y <= g_psWhiteKeys[ui32Key].sOutline.i16YMax)) { break; } } // // If the touch event did not occur on one of the white keys, set the // key number to a non-existant key. // if(ui32Key == NUM_WHITE_KEYS) { ui32Key += NUM_BLACK_KEYS; } } // // Determine the message that is being sent. // switch(ui32Message) { // // The user has just touched the screen. // case WIDGET_MSG_PTR_DOWN: { // // Save this key as the currently pressed key. // g_ui32Key = ui32Key; // // Done handling this message. // break; } // // The user has moved the touch location on the screen. // case WIDGET_MSG_PTR_MOVE: { // // Save this key as the currently pressed key. // g_ui32Key = ui32Key; // // Done handling this message. // break; } // // The user is no longer touching the screen. // case WIDGET_MSG_PTR_UP: { // // Indicate that no key is being pressed. // g_ui32Key = NUM_WHITE_KEYS + NUM_BLACK_KEYS; // // Done handling this message. // break; } } // // Success. // return(0); } //***************************************************************************** // // Generates an additional section of the audio output based on the currently // pressed key (if any). // //***************************************************************************** uint32_t GenerateAudio(int16_t *pi16Buffer, uint32_t ui32Count) { int32_t i32Val, i32Vol, i32VolStep; uint32_t ui32Key, ui32NewStep; // // See if one of the push buttons is pressed. // ui32Key = (ROM_GPIOPinRead(GPIO_PORTN_BASE, GPIO_PIN_3) | ROM_GPIOPinRead(GPIO_PORTE_BASE, GPIO_PIN_5)); if(ui32Key == GPIO_PIN_5) { // // The up botton is pressed and the down button is not pressed. // Therefore, turn up the volume. // SoundVolumeUp(1); } if(ui32Key == GPIO_PIN_3) { // // The up botton is not pressed and the down button is pressed. // Therefore, turn down the volume. // SoundVolumeDown(1); } // // Get the currently pressed piano key. // ui32Key = g_ui32Key; // // See if this key is one of the white keys. // if(ui32Key < NUM_WHITE_KEYS) { // // Compute the step value required to generate this white key's // frequency. // ui32NewStep = ((g_psWhiteKeys[ui32Key].ui32Freq * 65536) / 64000) * 65536; } // // See if this key is one of the black keys. // else if(ui32Key < (NUM_WHITE_KEYS + NUM_BLACK_KEYS)) { // // Compute the step value required to generate this black key's // frequency. // ui32NewStep = (((g_psBlackKeys[ui32Key - NUM_WHITE_KEYS].ui32Freq * 65536) / 64000) * 65536); } // // No key is being pressed. // else { // // Do not generate any waveform. // ui32NewStep = 0; } // // See if no key was previously pressed and no key is currently pressed. // if((g_ui32AudioStep == 0) && (ui32NewStep == 0)) { // // Fill the buffer with silence. // while(ui32Count--) { *pi16Buffer++ = 0; } // // There is nothing further to do. // return(ui32Key); } // // See if the same key as last time is pressed. // if(g_ui32AudioStep == ui32NewStep) { // // Set the volume of the waveform generator to full volume. // i32Vol = 1024; i32VolStep = 0; } // // See if a key was previously pressed. // else if(g_ui32AudioStep == 0) { // // There was not a previously pressed key, so ramp the volume of the // first waveform generator to full volume. // i32Vol = 0; i32VolStep = 1024 / ui32Count; // // Start the new waveform at zero. // g_ui32AudioPos = 0; } // // Otherwise there is already a key playing. // else { // // Ramp the volume of the waveform generator to zero. // i32Vol = 1024; i32VolStep = -1024 / ui32Count; } // // Loop through the samples to be generated. // while(ui32Count--) { // // Compute the value of the waveform. // i32Val = sine(g_ui32AudioPos + (sine(g_ui32AudioPos * 3) * 10922)); // // Increment the position of the waveform. // g_ui32AudioPos += g_ui32AudioStep; // // Scale the waveform value by the volume. // i32Val = (i32Val * i32Vol) / 1024; // // Increment the waveform volume by the step. // i32Vol += i32VolStep; if(i32Vol < 0) { i32Vol = 0; } if(i32Vol > 1024) { i32Vol = 1024; } // // Cilp the waveform to min/max if required. // i32Val /= 2; if(i32Val > 32767) { i32Val = 32767; } if(i32Val < -32768) { i32Val = -32768; } // // Add the new waveform value to the sample buffer. // *pi16Buffer++ = (int16_t)i32Val; } // // Save the new step value. // g_ui32AudioStep = ui32NewStep; // // Return the currently pressed key. // return(ui32Key); } //***************************************************************************** // // This application performs simple audio synthesis and playback based on the // keys pressed on the touch screen virtual piano keyboard. // //***************************************************************************** int main(void) { uint32_t ui32SysClock, ui32OldKey, ui32NewKey; tContext sContext; // // Run from the PLL at 120 MHz. // ui32SysClock = MAP_SysCtlClockFreqSet((SYSCTL_XTAL_25MHZ | SYSCTL_OSC_MAIN | SYSCTL_USE_PLL | SYSCTL_CFG_VCO_480), 120000000); // // Configure the device pins. // PinoutSet(); // // Initialize the display driver. // Kentec320x240x16_SSD2119Init(ui32SysClock); // // Initialize the graphics context. // GrContextInit(&sContext, &g_sKentec320x240x16_SSD2119); // // Draw the application frame. // FrameDraw(&sContext, "synth"); // // Draw the keys on the virtual piano keyboard. // DrawWhiteKeys(&sContext); DrawBlackKeys(&sContext); // // Initialize the touch screen driver. // TouchScreenInit(ui32SysClock); TouchScreenCallbackSet(TouchCallback); // // Initialize the sound driver. // SoundInit(ui32SysClock); SoundVolumeSet(128); SoundStart(g_pi16AudioBuffer, AUDIO_SIZE, 64000, SoundCallback); // // Default the old and new key to not pressed so that the first key press // will be properly drawn on the keyboard. // ui32OldKey = NUM_WHITE_KEYS + NUM_BLACK_KEYS; ui32NewKey = NUM_WHITE_KEYS + NUM_BLACK_KEYS; // // Loop forever. // while(1) { // // See if the first half of the sound buffer needs to be filled. // if(HWREGBITW(&g_ui32Flags, FLAG_PING) == 1) { // // Synthesize new audio into the first half of the sound buffer. // ui32NewKey = GenerateAudio(g_pi16AudioBuffer, AUDIO_SIZE / 2); // // Clear the flag for the first half of the sound buffer. // HWREGBITW(&g_ui32Flags, FLAG_PING) = 0; } // // See if the second half of the sound buffer needs to be filled. // if(HWREGBITW(&g_ui32Flags, FLAG_PONG) == 1) { // // Synthesize new audio into the second half of the sound buffer. // ui32NewKey = GenerateAudio(g_pi16AudioBuffer + (AUDIO_SIZE / 2), AUDIO_SIZE / 2); // // Clear the flag for the second half of the sound buffer. // HWREGBITW(&g_ui32Flags, FLAG_PONG) = 0; } // // See if a different key has been pressed. // if(ui32OldKey != ui32NewKey) { // // See if the old key was a white key. // if(ui32OldKey < NUM_WHITE_KEYS) { // // Redraw the face of the white key so that it no longer shows // as being pressed. // FillWhiteKey(&sContext, ui32OldKey, ClrWhiteKey); } // // See if the old key was a black key. // else if(ui32OldKey < (NUM_WHITE_KEYS + NUM_BLACK_KEYS)) { // // Redraw the face of the black key so that it no longer shows // as being pressed. // FillBlackKey(&sContext, ui32OldKey - NUM_WHITE_KEYS, ClrBlackKey); } // // See if the new key is a white key. // if(ui32NewKey < NUM_WHITE_KEYS) { // // Redraw the face of the white key so that it is shown as // being pressed. // FillWhiteKey(&sContext, ui32NewKey, ClrPressed); } // // See if the new key is a black key. // else if(ui32NewKey < (NUM_WHITE_KEYS + NUM_BLACK_KEYS)) { // // Redraw the face of the black key so that it is shown as // being pressed. // FillBlackKey(&sContext, ui32NewKey - NUM_WHITE_KEYS, ClrPressed); } // // Save the new key as the old key. // ui32OldKey = ui32NewKey; } } }