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fac_drums_supermario.ino
// ============================================================ // // Program: ArdCore Drum Sample Player // // Description: // // This is a very lo-fi drum sample player for 8 sounds. // // I/O Usage: // Knob A0: Sound selector (summed with input A2) // Knob A1: Pitch (summed with input A3). Center value is normal pitch. // Analog In A2: Sound selection (summed with value of knob A0) // Analog In A3: VC Pitch (summed with value of knob A1) // Digital Out D0: Not used // Digital Out D1: Not used // Clock In: Trigger sound // Analog Out: Audio out // // This sketch was generated by the drum sketch // generator, programmed by Alfonso Alba (fac) // E-mail: shadowfac@hotmail.com // // ============================================================ // // License: // // This software is licensed under the Creative Commons // Attribution-NonCommercial license. This license allows you // to tweak and build upon the code for non-commercial purposes, // without the requirement to license derivative works on the // same terms. If you wish to use this (or derived) work for // commercial work, please contact 20 Objects LLC at our website // (www.20objects.com). // // For more information on the Creative Commons CC BY-NC license, // visit http://creativecommons.org/licenses/ // // ================= start of global section ================== // Here we include the sample data files, which were automatically // generated by a custom C program. In the future, I may release // an executable version of this program so you can make your // own sample banks #include <SPI.h> #include <DAC_MCP49xx.h> DAC_MCP49xx dac(DAC_MCP49xx::MCP4921, 10); #include <avr/pgmspace.h> #include "pitch_table.h" #include "sample0.h" #include "sample1.h" #include "sample2.h" #include "sample3.h" #include "sample4.h" #include "sample5.h" #include "sample6.h" #include "sample7.h" // constants related to the Arduino Nano pin use #define clkIn 2 // the digital (clock) input #define digPin0 4 // the digital output pin D0 #define digPin1 5 // the digital output pin D1 #define digPin2 6 // the digital output pin D2 #define digPin3 7 // the digital output pin D3 // constants related to the sample player #define NUM_SAMPLES 8 // number of samples stored in flash RAM #define MAX_SAMPLE_SIZE 1632 // maximum length of each sound // This array stores pointers to sample data in flash RAM prog_uchar *sample_data[NUM_SAMPLES] = { sample0_data, sample1_data, sample2_data, sample3_data, sample4_data, sample5_data, sample6_data, sample7_data }; // This one stores the size of each sample short sample_size[NUM_SAMPLES] = { sample0_size, sample1_size, sample2_size, sample3_size, sample4_size, sample5_size, sample6_size, sample7_size }; // This one stores the samplerate of each sound in samples per microsecond float sample_fs_micro[NUM_SAMPLES] = { sample0_fs_micro, sample1_fs_micro, sample2_fs_micro, sample3_fs_micro, sample4_fs_micro, sample5_fs_micro, sample6_fs_micro, sample7_fs_micro }; // This is the SRAM buffer where the sound being played is stored unsigned char sample[MAX_SAMPLE_SIZE]; // Some global variables char curSample = -1; // current sample number (0 to NUM_SAMPLES-1) short curSize = 0; // size in samples of current sound long curFSmicro = 0; // sample rate of current sound float envStart = 0; // offset where decay starts (in samples) short curVal0 = 0; // stores the value of analog input 0 short curVal1 = 0; // stores the value of analog input 1 short curVal2 = 0; // stores the value of analog input 2 short curVal3 = 0; // stores the value of analog input 3 unsigned long curTime = 0; // current time in microseconds unsigned long trigTime = 0; // time at which the sound was triggered char trigState = 0; // indicates if a sound is being played short digi0Counter = 0; short digi1Counter = 0; short digi2Counter = 0; short digi3Counter = 0; short digi0Trigger = 2; short digi1Trigger = 4; // variables for interrupt handling of the clock input volatile char clkState = LOW; // This function updates the sample buffer when a new sound is selected // and also computes the playback samplerate according to the pitch // Inputs: n = new sample number, pitch = pitch factor void UpdateSample(int n, long pitch) { // limit n according to the maximum number of stored sounds if (n >= NUM_SAMPLES) n = NUM_SAMPLES - 1; // check if we really need to load a new waveform if (n != curSample) { // samples stored in flash RAM may be larger than the available buffer // so we must crop the sample when needed curSize = (sample_size[n] < MAX_SAMPLE_SIZE) ? sample_size[n] : MAX_SAMPLE_SIZE; // copy the sample in flash RAM to the buffer in SRAM memcpy_P(sample, sample_data[n], curSize); // update current sample number curSample = n; } // compute the playback samplerate taking the pitch factor into account; // this is specified in samples per microsecond curFSmicro = (long)(sample_fs_micro[curSample] * pitch); } // ==================== start of setup() ====================== // This setup routine should be used in any ArdCore sketch that // you choose to write; it sets up the pin usage, and sets up // initial state. Failure to properly set up the pin usage may // lead to damaging the Arduino hardware, or at the very least // cause your program to be unstable. void setup() { // set up the digital (clock) input pinMode(clkIn, INPUT); // set up the digital outputs pinMode(digPin0, OUTPUT); digitalWrite(digPin0, LOW); pinMode(digPin1, OUTPUT); digitalWrite(digPin1, LOW); pinMode(digPin2, OUTPUT); digitalWrite(digPin3, LOW); pinMode(digPin3, OUTPUT); digitalWrite(digPin3, LOW); // Make sure some sample is loaded UpdateSample(0, 1); dacOutputFast(128); // set up an interrupt handler for the clock in. If you // aren't going to use clock input, you should probably // comment out this call. // Note: Interrupt 0 is for pin 2 (clkIn) attachInterrupt(0, isr, RISING); dac.setBuffer(true); // Set FALSE for 5V vref. dac.setGain(2); // "1" for 5V vref. "2" for 2.5V vref. dac.setPortWrite(true); // Faster analog outs, but loses pin 7. } // This is the main loop void loop() { unsigned long deltaT = 0;; long p, s, n, out = 128; // check to see if the clock as been set if (clkState == HIGH) { digi0Counter++; digi1Counter++; digi2Counter++; digi3Counter++; if(digi0Counter >= digi0Trigger){ digi0Counter=0; digitalWrite(digPin0, HIGH); } if(digi1Counter >= digi1Trigger){ digi1Counter=0; digitalWrite(digPin1, HIGH); } if(digi2Counter >= map(analogRead(2),0,1014,1,12)){ digi2Counter=0; digitalWrite(digPin2, HIGH); } if(digi3Counter >= map(analogRead(3),0,1014,1,12)){ digi3Counter=0; digitalWrite(digPin3, HIGH); } clkState = LOW; // clock pulse acknowledged trigState = 1; // a sound has been triggered trigTime = micros(); // remember starting time // Poll the analog inputs and update their values // This is only done at sample-start to save resources curVal0 = deJitter(analogRead(0), curVal0); curVal1 = deJitter(analogRead(1), curVal1); // Read pitch factor from lookup table p = pgm_read_dword_near(pitch_table + (curVal1)); // Load new sample if necessary and update playback samplerate //UpdateSample((curVal0 + curVal2) >> 7, p); UpdateSample(map(curVal0, 0, 1023, 0, NUM_SAMPLES), p); } // Check if a sound is being played if (trigState) { // Obtain current time curTime = micros(); // Obtain time since the sound was triggered; // a correction is made in the unlikely case the clock overflows deltaT = (curTime >= trigTime) ? (curTime - trigTime) : ((0xFFFFFFFF - trigTime + curTime) + 1); // Convert time to samples and separate integer from fractional part s = deltaT * curFSmicro; n = s >> 16; p = s & 0xFFFF; // Check if the sound hasn't reached its end if (n < curSize - 1) { // Compute output by linear interpolation and apply envelope out = ((65536 - p) * sample[n] + p * sample[n+1]) >> 16; } else { out = 128; trigState = 0; // sample has ended } dacOutputFast(out); } digitalWrite(digPin0, LOW); digitalWrite(digPin1, LOW); digitalWrite(digPin2, LOW); digitalWrite(digPin3, LOW); } // =================== convenience routines =================== // These routines are some things you will need to use for // various functions of the hardware. Explanations are provided // to help you know when to use them. // isr() - quickly handle interrupts from the clock input // ------------------------------------------------------ void isr() { // Note: you don't want to spend a lot of time here, because // it interrupts the activity of the rest of your program. // In most cases, you just want to set a variable and get // out. clkState = HIGH; } // dacOutput(long) - deal with the DAC output // ------------------------------------------ void dacOutput(long v) { dac.outputA(v); } // This routine was taken from the Ardcore Oscillator example // and it's supposed to be faster than dacOutput void dacOutputFast(long v) { dac.outputA(v); } // deJitter(int, int) - smooth jitter input // ---------------------------------------- int deJitter(int v, int test) { // this routine just make sure we have a significant value // change before we bother implementing it. This is useful // for cleaning up jittery analog inputs. if (abs(v - test) > 8) { return v; } return test; } // ===================== end of program =======================
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