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-
- <!--
- TODO: generate some or all of this automatically from the C++ source
- -->
-
- <!--
- TODO: add a field for maximum instance count
- -->
- <!--
- TODO: add a field for exclusive to other objects (not allowed if they're used)
- -->
- <!--
- TODO: add "parameters" fields, to replace the form html stuff
- -->
-
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- {"type":"AudioSynthWaveformDc","data":{"defaults":{"name":{"value":"new"}},"shortName":"dc","inputs":0,"outputs":1,"category":"synth-function","color":"#E6E0F8","icon":"arrow-in.png"}},
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- ]}
- </script>
-
- <script type="text/x-red" data-help-name="AudioInputI2S">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Receive 16 bit stereo audio from the
- <a href="http://www.pjrc.com/store/teensy3_audio.html" target="_blank">audio shield</a>
- or another I2S device, using I2S master mode.</p>
- <p align=center><img src="img/audioshield_inputs.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from the I2S hardware to its 2 output ports.</p>
- <h3>Hardware</h3>
- <p align=center><img src="img/audioshield_backside.jpg"></p>
- <p>The I2S signals are used in "master" mode, where Teensy creates
- all 3 clock signals and controls all data timing.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>11</td><td>MCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>13</td><td>RX</td><td>Input</td></tr>
- <tr class=odd><td align=center>23</td><td>LRCLK</td><td>Output</td></tr>
- </table>
- <p>Audio from
- master mode I2S may be used in the same project as ADC, DAC and
- PWM signals, because all remain in sync to Teensy's timing</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughStereo
- </p>
- <p class=exam>File > Examples > Audio > Recorder
- </p>
- <p class=exam>File > Examples > Audio > Analysis > PeakMeterStereo
- </p>
- <p class=exam>File > Examples > Audio > Analysis > FFT
- </p>
- <p class=exam>File > Examples > Audio > Analysis > SpectrumAnalyzerBasic
- </p>
- <p class=exam>File > Examples > Audio > Effects > Chorus
- </p>
- <p class=exam>File > Examples > Audio > Effects > Flange
- </p>
- <p class=exam>File > Examples > Audio > Effects > Filter
- </p>
- <p class=exam>File > Examples > Audio > Effects > Filter_FIR
- </p>
- <h3>Notes</h3>
- <p>Normally, this object is used with the Audio Shield, which
- is controlled separately by the "sgtl5000" object.</p>
- <p>Only one I2S input and one I2S output object may be used. Master
- and slave modes may not be mixed (both must be of the same type).
- </p>
- <p>I2S master objects can be used together with non-I2S input and output
- objects, for simultaneous audio streaming on different hardware.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioInputI2S">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioInputI2SQuad">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Receive 16 bit quad (4) channel audio from two
- <a href="http://www.pjrc.com/store/teensy3_audio.html" target="_blank">audio shields</a>
- or another I2S devices, using I2S master mode.</p>
- <p align=center><img src="img/audioshield_quad_in.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Channel #1</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Channel #2</td></tr>
- <tr class=odd><td align=center>Out 2</td><td>Channel #3</td></tr>
- <tr class=odd><td align=center>Out 3</td><td>Channel #4</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from the I2S hardware to its 4 output ports.</p>
- <h3>Hardware</h3>
- <p>See this Sparkfun blog for <a href="https://www.sparkfun.com/news/2055" target="_blank">how
- to connect two audio adaptors for 4 channel audio</a>.
- <p>The I2S signals are used in "master" mode, where Teensy creates
- all 3 clock signals and controls all data timing.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>11</td><td>MCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>13</td><td>RX</td><td>Input</td></tr>
- <tr class=odd><td align=center>30</td><td>RX</td><td>Input</td></tr>
- <tr class=odd><td align=center>23</td><td>LRCLK</td><td>Output</td></tr>
- </table>
- <p>Audio from
- master mode I2S may be used in the same project as ADC, DAC and
- PWM signals, because all remain in sync to Teensy's timing</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughQuad
- </p>
- <h3>Notes</h3>
- <p>Normally, this object is used with two Audio Shield, which
- are controlled separately by a pair "sgtl5000" object.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioInputI2SQuad">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioInputAnalog">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Receive audio using the built-in analog to digital converter.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Audio Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from the ADC to its output port.</p>
- <h3>Hardware</h3>
- <p>Pin A2 is used for audio input. This circuitry is recommended.</p>
- <p align=center><img src="img/adccircuit.png"></p>
- <p>Signal range is 0 to 1.2V</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughMono
- </p>
- <p class=exam>File > Examples > Audio > Analysis > PeakMeterMono
- </p>
- <p class=exam>File > Examples > Audio > Analysis > DialTone_7segment
- </p>
- <p class=exam>File > Examples > OctoWS2811 > SpectrumAnalyzer
- </p>
- <h3>Notes</h3>
- <p><b>analogRead() must not be used</b>, because AudioInputAnalog is regularly
- accessing the ADC hardware. If both access the hardware at the same
- moment, analogRead() can end up waiting forever, which effectively
- crashes your program.
- </p>
- <p>A different pin may be used, but adding it as an parameter
- to the AudioInputAnalog object definition.
- </p>
- <p>For example, to use pin A3:
- </p>
- <p class=desc><span class=keyword>AudioInputAnalog</span> adc1(<span class=literal>A3</span>);
- </p>
-
- <p>Noise due to high source impedance, which allows rapidly switching digital signals
- to capacitively couple... avoiding higher analog impedance is the solution.</p>
- <p>Power Supply rejection issue with simple DC bias (bigger capacitor may be needed if 3.3V has low frequency noise)</p>
- <p>Algorithm for automatic DC bias tracking</p>
- <p>TODO: actual noise measurements with different input circuitry
- (it's not as quiet as the audio shield)</p>
- </script>
- <script type="text/x-red" data-template-name="AudioInputAnalog">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioInputAnalogStereo">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Receive stereo audio using the built-in analog to digital converters.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Audio Channel (Left)</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Audio Channel (Right)</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from both ADCs to its output ports.</p>
- <h3>Hardware</h3>
- <p>By default, pins A2 & A3 are used for audio input. This circuitry is recommended.</p>
- <p align=center><img src="img/adccircuit2.png"></p>
- <p>Signal range is 0 to 1.2V</p>
- <h3>Examples</h3>
- <!--
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughMono
- </p>
- <p class=exam>File > Examples > Audio > Analysis > PeakMeterMono
- </p>
- <p class=exam>File > Examples > Audio > Analysis > DialTone_7segment
- </p>
- <p class=exam>File > Examples > OctoWS2811 > SpectrumAnalyzer
- </p>
- -->
- <h3>Notes</h3>
- <p><b>analogRead() must not be used</b>, because AudioInputAnalogStereo is regularly
- accessing the ADC hardware. If both access the hardware at the same
- moment, analogRead() can end up waiting forever, which effectively
- crashes your program.
- </p>
- <p>A different pin may be used, but adding it as an parameter
- to the AudioInputAnalog object definition.
- </p>
- <p>For example:
- </p>
- <p class=desc><span class=keyword>AudioInputAnalogStereo</span> adc1(<span class=literal>A3</span>, <span class=literal>A2</span>);
- </p>
- <p>TODO: add info here about which pins work for input 0 and 1.
- </p>
- <p>Noise due to high source impedance, which allows rapidly switching digital signals
- to capacitively couple... avoiding higher analog impedance is the solution.</p>
- <p>Power Supply rejection issue with simple DC bias (bigger capacitor may be needed if 3.3V has low frequency noise)</p>
- <p>Algorithm for automatic DC bias tracking</p>
- <p>TODO: actual noise measurements with different input circuitry
- (it's not as quiet as the audio shield)</p>
- </script>
- <script type="text/x-red" data-template-name="AudioInputAnalogStereo">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioInputI2Sslave">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Receive 16 bit stereo audio from an I2S device using I2S slave mode
- (where the ADC or codec chip, not Teensy, controls audio timing).</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from the I2S hardware to its 2 output ports.</p>
- <h3>Hardware</h3>
- <p>The I2S signals are used in "slave" mode, where the I2S device controls
- data timing.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCLK</td><td>Input</td></tr>
- <tr class=odd><td align=center>13</td><td>RX</td><td>Input</td></tr>
- <tr class=odd><td align=center>23</td><td>LRCLK</td><td>Input</td></tr>
- </table>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>Slave mode I2S <b>should not used in the same project as ADC, DAC and
- PWM</b> signals. Differences in timing between the I2S device and
- Teensy's clock can cause occasional audio glitches when I2S slave mode
- is used together with other input or output objects based on Teensy's
- timing.</p>
- <p>Only one I2S input and one I2S output object may be used. Master
- and slave modes may not be mixed (both must be of the same type).
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioInputI2Sslave">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioInputUSB">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Receive stereo audio from a PC or Mac. Teensy appears as a USB
- sound device.</p>
- <p align=center><img src="img/usbtype_audio_in.png"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from the USB to its 2 output ports.</p>
- <!--
- <h3>Hardware</h3>
- -->
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughUSB</p>
- </p>
- <h3>Notes</h3>
- <p>Arduino's <b>Tools > USB Type</b> menu must be set to <b>Audio</b>.
- </p>
- <p align=center><img src="img/usbtype_audio.png"></p>
- <p>USB input & output does not cause the Teensy Audio Library to
- update. At least one non-USB input or output object must be
- present for the entire library to update properly.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioInputUSB">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputI2S">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit 16 bit stereo audio to the
- <a href="http://www.pjrc.com/store/teensy3_audio.html" target="_blank">audio shield</a>
- or another I2S device, using I2S master mode.</p>
- <p align=center><img src="img/audioshield_outputs.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from its 2 input ports to the I2S hardware.</p>
- <h3>Hardware</h3>
- <p align=center><img src="img/audioshield_backside.jpg"></p>
- <p>The I2S signals are used in "master" mode, where Teensy creates
- all 3 clock signals and controls all data timing.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>11</td><td>MCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>22</td><td>TX</td><td>Output</td></tr>
- <tr class=odd><td align=center>23</td><td>LRCLK</td><td>Output</td></tr>
- </table>
- <p>Audio from
- master mode I2S may be used in the same project as ADC, DAC and
- PWM signals, because all remain in sync to Teensy's timing</p>
- <h3>Examples</h3>
- <p>Nearly all the examples use this object. Here are some of the highlights:</p>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughStereo
- </p>
- <p class=exam>File > Examples > Audio > SamplePlayer
- </p>
- <p class=exam>File > Examples > Audio > Recorder
- </p>
- <p class=exam>File > Examples > Audio > WavFilePlayer
- </p>
- <p class=exam>File > Examples > Audio > Effects > Chorus
- </p>
- <p class=exam>File > Examples > Audio > Synthesis > PlaySynthMusic
- </p>
- <h3>Notes</h3>
- <p>Normally, this object is used with the Audio Shield, which
- is controlled separately by the "sgtl5000" object.</p>
- <p>Only one I2S input and one I2S output object may be used. Master
- and slave modes may not be mixed (both must be of the same type).
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputI2S">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputI2SQuad">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit quad (4) channel 16 bit audio, using I2S master mode.</p>
- <p align=center><img src="img/audioshield_quad_out.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Channel #1</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Channel #2</td></tr>
- <tr class=odd><td align=center>In 2</td><td>Channel #3</td></tr>
- <tr class=odd><td align=center>In 3</td><td>Channel #4</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from its 4 input ports to the I2S hardware.</p>
- <h3>Hardware</h3>
- <p>See this Sparkfun blog for <a href="https://www.sparkfun.com/news/2055" target="_blank">how
- to connect two audio adaptors for 4 channel audio</a>. More
- <a href="https://forum.pjrc.com/threads/29373-Bit-bang-multiple-I2S-inputs-simultaneously?p=79606#post79606" target="_blank">details</a> are also available.
- <p>The I2S signals are used in "master" mode, where Teensy creates
- all 3 clock signals and controls all data timing.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>11</td><td>MCLK</td><td>Output</td></tr>
- <tr class=odd><td align=center>22</td><td>TX (ch 1+2)</td><td>Output</td></tr>
- <tr class=odd><td align=center>15</td><td>TX (ch 3+4)</td><td>Output</td></tr>
- <tr class=odd><td align=center>23</td><td>LRCLK</td><td>Output</td></tr>
- </table>
- <p>Audio from
- master mode I2S may be used in the same project as ADC, DAC and
- PWM signals, because all remain in sync to Teensy's timing</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughQuad
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > QuadChannelOutput
- </p>
- <h3>Notes</h3>
- <p>Normally, this object is used with two Audio Shields, which
- are controlled separately by a pair of "sgtl5000" objects.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputI2SQuad">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputSPDIF">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit 16 bit stereo audio as Digital S/PDIF.</p>
- <p align=center><img src="img/spdif_proto.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from its 2 input ports S/PDIF encoded digital
- audio on pin 22.</p>
- <h3>Hardware</h3>
- <p>The S/PDIF output signal can be used to drive an optical TOSLINK
- cable, or a standard (usually orange) RCA jack.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>22</td><td>S/PDIF</td><td>Output</td></tr>
- </table>
- <p>For optical TOSLINK output, this
- <a href="https://www.oshpark.com/shared_projects/KcDBKHta" target="_blank">OSH Park board</a>
- can be used with the inexpensive Everlight PLT133/T6A connector, available
- at Digikey, 1080-1434-ND.
- </p>
- <h3>Examples</h3>
- <p>The AudioOutputSPDIF object can be used in place of the AudioOutputI2S object,
- <p>used in nearly all the examples. The WavFilePlayer shows how to substitute
- output objects for different hardware types.
- </p>
- <p class=exam>File > Examples > Audio > WavFilePlayer
- </p>
- <h3>Credits</h3>
- <p><a href="https://github.com/FrankBoesing" target="_blank">Frank Boesing</a>
- developed the AudioOutputSPDIF code. The original
- <a href="https://forum.pjrc.com/threads/28639-S-pdif" target="_blank">forum disussion</a>
- included valuable input and code from "kpc".
- <h3>Notes</h3>
- <p>S/PDIF output uses the I2S hardware. This object can not be used
- together with any of the I2S objects, because it requires the I2S
- hardware with different internal settings.</p>
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputSPDIF">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputPT8211">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit 16 bit stereo audio to a low-cost PT8211 DAC chip. 4X oversampling
- and filtering are automatically used to improve output quality.</p>
- <p align=center><img src="img/pt8211.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from its 2 input ports to a PT8211 chip. 4X
- oversampling and filtering is automatically used to improve quality.</p>
- <h3>Hardware</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCK</td><td>Output</td></tr>
- <tr class=odd><td align=center>22</td><td>DIN</td><td>Output</td></tr>
- <tr class=odd><td align=center>23</td><td>WS</td><td>Output</td></tr>
- </table>
- <p>More information can be found in the PT8211 datasheet.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PT8211Sine
- </p>
- <h3>Credits</h3>
- <p>Frank Boesing and Benjamin developed this PT8211 object. Details can be
- found on this
- <a href="https://forum.pjrc.com/threads/29284-Dual-channel-16bit-dac-PT8211/page3" target="_blank">forum disussion</a>.
- <h3>Notes</h3>
- <p>
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputPT8211">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputAnalog">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit 12 bit audio using Teensy's built-in digital to analog converter.</p>
- <p align=center><img src="img/dac_speaker.jpg"><br>
- <small><a href="http://www.pjrc.com/store/prop_shield.html" target="_blank_">Prop Shield with 4Ω Speaker</a></small></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Audio Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>analogReference</span>(ref);</p>
- <p class=desc>Configure output voltage range:<br>
- <span class=literal>INTERNAL</span> selects 1.2 volt peak-to-peak output.<br>
- <span class=literal>EXTERNAL</span> selects 3.3 volt peak-to-peak output.
- </p>
- <h3>Hardware</h3>
- <p align=center><img src="img/dacpin.jpg"></p>
- <p>Signal range default is 0 to 1.2V</p>
- <p>The output voltage has DC level. Some applications require a DC-blocking capacitor. If unsure, a 10µF is usually a safe value to use. If an aluminum or tantalum capacitor is used, the positive terminal should connect to Teensy's DAC pin.</p>
- <p>The DAC pin is used with the
- <a href="http://www.pjrc.com/store/prop_shield.html" target="_blank_">Prop Shield</a>
- to drive speakers.</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughMono
- </p>
- <p class=exam>File > Examples > Audio > SamplePlayer
- </p>
- <p class=exam><a href="https://github.com/PaulStoffregen/TouchGuitar" target="_blank">TouchGuitar</a>
- </p>
- <p class=exam><a href="https://community.arm.com/groups/embedded/blog/2014/05/23/led-video-panel-at-maker-faire-2014" target="_blank">LED Video Board</a>
- </p>
- <p class=exam>File > Examples > OctoWS2811 > VideoSDcard
- </p>
- <p class=exam>File > Examples > SerialFlash > MP3Player
- </p>
- <h3>Notes</h3>
- <p>The output rate is 44.1 kHz (no oversampling). Ultrasonic noise present if
- not filtered. This may not
- be an issue for many uses, but care should be used if amplified and driven
- to high power tweeters.</p>
- <p>When using 3.3V output, the power supply is used for the analog reference. Noise
- present on the 3.3V power can couple to the DAC output signal.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputAnalog">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputAnalogStereo">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit 12 bit stereo audio using Teensy 3.5 or 3.6 built-in digital to analog converters.</p>
- <!--<p align=center><img src="img/dac_speaker.jpg"><br>
- <small><a href="http://www.pjrc.com/store/prop_shield.html" target="_blank_">Prop Shield with 4Ω Speaker</a></small></p>-->
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Audio Channel (Left)</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Audio Channel (Right)</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>analogReference</span>(ref);</p>
- <p class=desc>Configure output voltage range:<br>
- <span class=literal>INTERNAL</span> selects 1.2 volt peak-to-peak output.<br>
- <span class=literal>EXTERNAL</span> selects 3.3 volt peak-to-peak output.
- </p>
- <h3>Hardware</h3>
- <p align=center><img src="img/dacpins.png"></p>
- <p>Signal range default is 0 to 1.2V</p>
- <p>The output voltage has DC level. Some applications require a DC-blocking capacitor. If unsure, a 10µF is usually a safe value to use. If an aluminum or tantalum capacitor is used, the positive terminal should connect to Teensy's DAC pin.</p>
- <p>The DAC pin is used with the
- <a href="http://www.pjrc.com/store/prop_shield.html" target="_blank_">Prop Shield</a>
- to drive speakers.</p>
- <h3>Examples</h3>
- <!--<p class=exam>File > Examples > Audio > HardwareTesting > PassThroughMono
- </p>
- <p class=exam>File > Examples > SerialFlash > MP3Player
- </p>-->
- <h3>Notes</h3>
- <p>The output rate is 44.1 kHz (no oversampling). Ultrasonic noise present if
- not filtered. This may not
- be an issue for many uses, but care should be used if amplified and driven
- to high power tweeters.</p>
- <p>When using 3.3V output, the power supply is used for the analog reference. Noise
- present on the 3.3V power can couple to the DAC output signal.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputAnalogStereo">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputPWM">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit audio using Teensy 3.1's PWM pins. Two pins are
- used for coarse and fine pulses, to be combined by scaled
- resistors.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Audio Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from the its input port to the PWM pins.</p>
- <h3>Hardware</h3>
- <p>The following circuit is recommended.</p>
- <p align=center><img src="img/pwmdualcircuit.jpg"></p>
- <p>Signal range is approx 1.55 Vp-p.</p>
- <p>These resistor values assume approx 20 ohms output impedance
- on the digital pins. The 127K resistor may be adjusted or
- trimmed for variation in output drive and tolerance on the
- 475 ohm resistor.</p>
- <p>A plastic film (Polypropylene, Polyethylene, Polyester, etc) or
- C0G/NPO ceramic capacitor should be used for filtering. Low
- quality ceramic (X7R, Y5V, Z5U, etc) can cause signal distortion.</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughMono
- </p>
- <h3>Notes</h3>
- <p>This object only works properly when Tools > CPU_Speed is set to
- 48 or 96 MHz. Other speeds aren't supported and will likely fail
- in strange ways.</p>
- <p>The PWM carrier frequency is 88.2 kHz. The suggested circuit
- will only slightly filter the carrier. Extra filtering will be
- required for a clean signal without the ultrasonic PWM carrier.
- </p>
- <p>Analog signals created by filtering PWM waveforms use the digital
- power supply as their reference voltage. Any noise on the digital
- power line can directly couple to the output signal. The built-in DAC or
- <a href="http://www.pjrc.com/store/teensy3_audio.html" target="_blank">audio shield</a>
- should be used when higher quality signals are needed.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputPWM">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputI2Sslave">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Transmit 16 bit stereo audio to an I2S device using I2S slave mode
- (where the DAC or codec chip, not Teensy, controls audio timing).</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams data from its 2 input ports to the I2S hardware.</p>
- <h3>Hardware</h3>
- <p>The I2S signals are used in "slave" mode, where the I2S device controls
- data timing.</p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th><th>Direction</th></tr>
- <tr class=odd><td align=center>9</td><td>BCLK</td><td>Input</td></tr>
- <tr class=odd><td align=center>22</td><td>TX</td><td>Output</td></tr>
- <tr class=odd><td align=center>23</td><td>LRCLK</td><td>Input</td></tr>
- </table>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > WM8731MikroSine
- </p>
- <h3>Notes</h3>
- <p>Slave mode I2S <b>should not used in the same project as ADC, DAC and
- PWM</b> signals. Differences in timing between the I2S device and
- Teensy's clock can cause occasional audio glitches when I2S slave mode
- is used together with other input or output objects based on Teensy's
- timing.</p>
- <p>Only one I2S input and one I2S output object may be used. Master
- and slave modes may not be mixed (both must be of the same type).
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputI2Sslave">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioOutputUSB">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Send stereo audio to a PC or Mac. Teensy appears as a USB
- sound device.</p>
- <p align=center><img src="img/usbtype_audio_out.png"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Left Channel</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Right Channel</td></tr>
- </table>
- <h3>Functions</h3>
- <p>This object has no functions to call from the Arduino sketch. It
- simply streams from it's 2 input ports to the USB.</p>
- <!--
- <h3>Hardware</h3>
- -->
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > WavFilePlayerUSB</p>
- </p>
- <h3>Notes</h3>
- <p>Arduino's <b>Tools > USB Type</b> menu must be set to <b>Audio</b>.
- </p>
- <p align=center><img src="img/usbtype_audio.png"></p>
- <p>USB input & output does not cause the Teensy Audio Library to
- update. At least one non-USB input or output object must be
- present for the entire library to update properly.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioOutputUSB">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioMixer4">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Combine up to 4 audio signals together, each with adjustable gain.
- All channels support signal attenuation or amplification.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Input signal #1</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Input signal #2</td></tr>
- <tr class=odd><td align=center>In 2</td><td>Input signal #3</td></tr>
- <tr class=odd><td align=center>In 3</td><td>Input signal #4</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sum of all inputs</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>gain</span>(channel, level);</p>
- <p class=desc>Adjust the amplification or attenuation. "channel" must
- be 0 to 3. "level" may be any floating point number from 0 to 32767.
- 1.0 passes the signal through directly. Level of 0 shuts the channel
- off completely. Between 0 to 1.0 attenuates the signal, and above
- 1.0 amplifies it. All 4 channels have separate settings.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > SamplePlayer
- </p>
- <p class=exam>File > Examples > Audio > Synthesis > PlaySynthMusic
- </p>
- <p class=exam>File > Examples > Audio > Analysis > SpectrumAnalyzerBasic
- </p>
- <p class=exam>File > Examples > Audio > Analysis > DialTone_Serial
- </p>
- <p class=exam>File > Examples > Audio > MemoryAndCpuUsage
- </p>
- <h3>Notes</h3>
- <p>Signal clipping can occur when any channel has gain greater than 1.0,
- or when multiple signals add together to greater than 1.0.</p>
- <p>More than 4 channels may be combined by connecting multiple mixers
- in tandem. For example, a 16 channel mixer may be built using 5
- mixers, where the fifth mixer combines the outputs of the first 4.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioMixer4">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioPlayMemory">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Play a short sound clip, stored directly in memory.
- Data files are created with the
- <a href="https://github.com/PaulStoffregen/Audio/tree/master/extras/wav2sketch" target="_blank">wav2sketch program</a>,
- and copied to the sketch folder to become part of your sketch.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sound Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>play</span>(data);</p>
- <p class=desc>Begin playing a sound clip. If already playing, the
- currently playing clip is stopped and this new data begins
- playing from the beginning.
- </p>
- <p class=func><span class=keyword>stop</span>();</p>
- <p class=desc>Stop playing. If not playing, this function has no effect.
- </p>
- <p class=func><span class=keyword>isPlaying</span>();</p>
- <p class=desc>Return true (non-zero) if playing, or false (zero)
- when not playing.
- </p>
- <p class=func><span class=keyword>positionMillis</span>();</p>
- <p class=desc>While playing, return the current time offset, in
- milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <p class=func><span class=keyword>lengthMillis</span>();</p>
- <p class=desc>Return the total length of the current sound clip,
- in milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > SamplePlayer
- </p>
- <h3>Notes</h3>
- <p>TODO: supported sample rates: 11.025, 22.05, 44.1</p>
- <p>TODO: ulaw vs uncompressed encoding</p>
- <p>Polyphonic playback can be built by creating multiple
- objects, with their output combined by mixers.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioPlayMemory">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioPlaySdWav">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Play a WAV file, stored on a SD card.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Left Channel Output</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Right Channel Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>play</span>(filename);</p>
- <p class=desc>Begin playing a WAV file. If a file is already playing,
- it is stopped and this file starts playing from the beginning.
- </p>
- <p class=func><span class=keyword>stop</span>();</p>
- <p class=desc>Stop playing. If not playing, this function has no effect.
- </p>
- <p class=func><span class=keyword>isPlaying</span>();</p>
- <p class=desc>Return true (non-zero) if playing, or false (zero)
- when not playing. See the note below about delayed start.
- </p>
- <p class=func><span class=keyword>positionMillis</span>();</p>
- <p class=desc>While playing, return the current time offset, in
- milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <p class=func><span class=keyword>lengthMillis</span>();</p>
- <p class=desc>Return the total length of the current sound clip,
- in milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > WavFilePlayer
- </p>
- <h3>Notes</h3>
- <p>Only 16 bit PCM, 44100 Hz WAV files are supported. When mono
- files are played, both output ports transmit a copy of the
- single sound. Of course, stereo WAV files play with the left
- channel on port 0 and the right channel on port 1.
- </p>
- <p>A brief delay after calling play() will usually occur before
- isPlaying() returns true and positionMillis() returns valid
- time offset. WAV files have a header at the beginning of the
- file, which the audio library must read and parse before
- playing can begin.
- </p>
- <p>While playing, the audio library accesses the SD card automatically.
- If card access is required, you must
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">use AudioNoInterrupts()</a>
- to prevent the library from accessing the SD card while you use it.
- Disabling the audio library interrupt for too long may cause audible
- dropouts or glitches.
- </p>
- <p>An experimental SD library optimization exists, which can remove these
- SD library restrictions. It also allows reliable playback of more
- files at the same time. To enable this special code, find and edit
- the SD_t3.h file within your Arduino folder. See the comments within
- that file for details.
- </p>
-
- </script>
- <script type="text/x-red" data-template-name="AudioPlaySdWav">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioPlaySdRaw">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Play a RAW data file, stored on a SD card. RAW format is simpler
- than WAV and begins playing immediately, without parsing WAV file
- header info.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sound Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>play</span>(filename);</p>
- <p class=desc>Begin playing a RAW data file. If a file is already playing,
- it is stopped and this file starts playing from the beginning.
- </p>
- <p class=func><span class=keyword>stop</span>();</p>
- <p class=desc>Stop playing. If not playing, this function has no effect.
- </p>
- <p class=func><span class=keyword>isPlaying</span>();</p>
- <p class=desc>Return true (non-zero) if playing, or false (zero)
- when not playing.
- </p>
- <p class=func><span class=keyword>positionMillis</span>();</p>
- <p class=desc>While playing, return the current time offset, in
- milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <p class=func><span class=keyword>lengthMillis</span>();</p>
- <p class=desc>Return the total length of the current sound clip,
- in milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Recorder
- </p>
- <h3>Notes</h3>
- <p>The data file must be RAW 16 bit signed integers in LSB-first format.
- </p>
- <p>While playing, the audio library accesses the SD card automatically.
- If card access is required, you must
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- to prevent the library from accessing the SD card while you use it.
- Disabling the audio library interrupt for too long may cause audible
- dropouts or glitches.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioPlaySdRaw">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioPlaySerialflashRaw">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Play a RAW data file, stored on a Serial Flash chip. These chips
- are far more efficient than SD cards, allowing many files to be
- played simultaneously by copies of this object.
- </p>
- <p align=center><img src="img/w25q128fv.jpg"><br><small>W25Q128FV Serial Flash</small></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sound Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>play</span>(filename);</p>
- <p class=desc>Begin playing a RAW data file. If a file is already playing,
- it is stopped and this file starts playing from the beginning.
- </p>
- <p class=func><span class=keyword>stop</span>();</p>
- <p class=desc>Stop playing. If not playing, this function has no effect.
- </p>
- <p class=func><span class=keyword>isPlaying</span>();</p>
- <p class=desc>Return true (non-zero) if playing, or false (zero)
- when not playing.
- </p>
- <p class=func><span class=keyword>positionMillis</span>();</p>
- <p class=desc>While playing, return the current time offset, in
- milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <p class=func><span class=keyword>lengthMillis</span>();</p>
- <p class=desc>Return the total length of the current sound clip,
- in milliseconds. When not playing, the return from this function
- is undefined.
- </p>
- <h3>Examples</h3>
- <!--
- <p class=exam>File > Examples > Audio > Recorder
- -->
- <p class=exam>TODO: play example needed....
- </p>
- <p class=exam>File > Examples > SerialFlash > CopyFromSD
- </p>
- <h3>Notes</h3>
- <p>The data file must be RAW 16 bit signed integers in LSB-first format.
- </p>
- <p>The <a href="https://github.com/PaulStoffregen/SerialFlash" target="_blank">SerialFlash library</a>
- is used to access the flash chip. You can also use SerialFlash's functions
- to access the stored files, or add data to the flash chip.
- </p>
- <p>File names are case sensitive with SerialFlash. If your sound does
- not play, use <b>File > Examples > SerialFlash > ListFiles</b> to
- check the exact file names stored in the flash memory chip.
- </script>
- <script type="text/x-red" data-template-name="AudioPlaySerialflashRaw">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioPlayQueue">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Play audio data provided by the Arduino sketch. This object provides
- functions to allow the sketch code to push data into the audio system.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sound Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>play</span>(int16);</p>
- <p class=desc>not yet implemented
- </p>
- <p class=func><span class=keyword>play</span>(int16[], length);</p>
- <p class=desc>not yet implemented
- </p>
- <p class=func><span class=keyword>getBuffer</span>();</p>
- <p class=desc>Returns a pointer to an array of 128 int16. This buffer
- is within the audio library memory pool, providing the most efficient
- way to input data to the audio system. The buffer is likely to be
- populated by previously used data, so the entire 128 words should be
- written before calling playBuffer(). Only a single buffer should be
- requested at a time. This function may return NULL if no memory is
- available.
- </p>
- <p class=func><span class=keyword>playBuffer</span>();</p>
- <p class=desc>Transmit the buffer previously obtained from getBuffer().
- </p>
- <h3>Examples</h3>
- <p><a href="http://community.arm.com/groups/embedded/blog/2014/05/23/led-video-panel-at-maker-faire-2014" target="_blank">4320 LED Video+Sound Project</a>
- </p>
- <!--
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>TODO: many caveats....</p>
- <p>
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioPlayQueue">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioRecordQueue">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Record audio data by sending to the Arduino sketch. This object allows
- sketch code to receive audio packets.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Sound To Access</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>();</p>
- <p class=desc>Begin capturing incoming audio to the queue. After calling
- begin, readBuffer() and freeBuffer(), or clear() must be used frequently
- to prevent the queue from filling up.
- </p>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns the number of audio packets available to read.
- </p>
- <p class=func><span class=keyword>readBuffer</span>();</p>
- <p class=desc>Read a single audio packet. A pointer to a 128 sample
- array of 16 bit integers is returned. NULL is returned if no packets
- are available.
- </p>
- <p class=func><span class=keyword>freeBuffer</span>();</p>
- <p class=desc>Release the memory from the previously read packet returned
- from readBuffer(). Only a single packet at a time may be read, and
- each packet must be freed with this function, to return the memory to
- the audio library.
- </p>
- <p class=func><span class=keyword>clear</span>();</p>
- <p class=desc>Discard all audio held in the queue.
- </p>
- <p class=func><span class=keyword>end</span>();</p>
- <p class=desc>Stop capturing incoming audio into the queue. Data already
- captured remains in the queue and may be read with readBuffer().
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Recorder
- </p>
- <h3>Notes</h3>
- <p>
- Up to 52 packets may be queued by this object, which allows approximately
- 150 ms of audio to be held in the queue, to allow time for the Arduino
- sketch to write data to media or do other high-latency tasks.
-
- The actual packets are taken
- from the pool created by AudioMemory().
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioRecordQueue">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthSimpleDrum">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Generate a synthesised drum sound. Also useful for laser pistol and bursting
- bubble sound effects.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Drum Tone Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>noteOn</span>();</p>
- <p class=desc>Trigger the drum.
- </p>
- <p class=func><span class=keyword>frequency</span>(frequency);</p>
- <p class=desc>Set the base frequency of the drum.
- </p>
- <p class=func><span class=keyword>length</span>(milliseconds);</p>
- <p class=desc>Set the duration of the envelope, in milliseconds.
- </p>
- <p class=func><span class=keyword>secondMix</span>(level);</p>
- <p class=desc>Emulates a two-headed tom, by adding a second sine wave that is
- harmonized a perfect fifth above
- the base frequency. Using this involves a slight CPU penalty.
- </p>
- <p class=func><span class=keyword>pitchMod</span>(depth);</p>
- <p class=desc>Set the depth of envelope of the pitch, by a maximum of two octaves.
- Default is 0.5, with no modulation. Values above 0.5 cause the pitch to sweep
- downwards, values lower than 0.5 cause the pitch to sweep upwards.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Synthesis > SimpleDrum
- </p>
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthSimpleDrum">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthKarplusStrong">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Synthesize a plucked string sound, such as a guitar string.
- </p>
- <p align=center><img src="img/touchguitar.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sound Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>noteOn</span>(frequency, velocity);</p>
- <p class=desc>Begin a new string note. Velocity can be from 0 to 1.0,
- indicating how hard the string is plucked.
- </p>
- <p class=func><span class=keyword>noteOff</span>(velocity);</p>
- <p class=desc>Stop the sound output.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Synthesis > Guitar
- </p>
- <p class=exam><a href="https://github.com/PaulStoffregen/TouchGuitar" target="_blank">TouchGuitar</a>
- </p>
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthSimpleDrum">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthWaveformSine">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create a sine wave signal</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sine Wave Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Set the amplitude, from 0 to 1.0.
- </p>
- <p class=func><span class=keyword>frequency</span>(freq);</p>
- <p class=desc>Set the frequency, from 0 to 22000. Very low values may
- be used to create a LFO (Low Frequency Oscillator) for objects
- with modulation signal inputs.
- </p>
- <p class=func><span class=keyword>phase</span>(angle);</p>
- <p class=desc>
- Cause the generated waveform to jump to a specific point within
- its cycle. Angle is from 0 to 360 degrees. When multiple objects
- are configured,
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- should be used to guarantee all new settings take effect together.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > MemoryAndCpuUsage
- </p>
- <p class=exam>File > Examples > Audio > Analysis > DialTone_Serial
- </p>
- <p class=exam>File > Examples > Audio > Analysis > FFT
- </p>
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthWaveformSine">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthWaveformSineHires">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create a highly precise, low distortion sine wave signal.
- Mainly useful for codec & analog circuitry testing.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sine Wave, upper bits</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Sine Wave, lower bits</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Set the amplitude, from 0 to 1.0.
- </p>
- <p class=func><span class=keyword>frequency</span>(freq);</p>
- <p class=desc>Set the frequency, from 0 to 22000. Very low values may
- be used to create a LFO (Low Frequency Oscillator) for objects
- with modulation signal inputs.
- </p>
- <p class=func><span class=keyword>phase</span>(angle);</p>
- <p class=desc>
- Cause the generated waveform to jump to a specific point within
- its cycle. Angle is from 0 to 360 degrees. When multiple objects
- are configured,
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- should be used to guarantee all new settings take effect together.
- </p>
- <h3>Notes</h3>
- <p>An 11th order Taylor series approximation is used to generate
- a very accurate sine wave. At least the upper 25 bits are believe
- to be perfect. This is mainly intended for testing 24 bit codec chips!</p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthWaveformSine">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthWaveformSineModulated">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create a modulated sine wave, using any audio signal to continuously
- modulate the sine wave frequency.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Modulation Signal</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Sine Wave Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Set the amplitude, from 0 to 1.0.
- </p>
- <p class=func><span class=keyword>frequency</span>(freq);</p>
- <p class=desc>Set the center frequency, from 0 to 11000. The output will
- be this center frequency when the input modulation signal is zero.
- Modulation input 1.0 causes the frequency to double, and input -1.0
- causes zero Hz (DC) output. For less modulation, attenuate the input
- signal (perhaps with a mixer object) before it arrives here.
- </p>
- <p class=func><span class=keyword>phase</span>(angle);</p>
- <p class=desc>
- Cause the generated waveform to jump to a specific point within
- its cycle. Angle is from 0 to 360 degrees. When multiple objects
- are configured,
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- should be used to guarantee all new settings take effect together.
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthWaveformSineModulated">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthWaveform">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create a waveform: sine, sawtooth, square, triangle, pulse or arbitrary.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Waveform Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>(waveform);</p>
- <p class=desc>Configure the waveform type to create.
- </p>
- <p class=func><span class=keyword>begin</span>(level, frequency, waveform);</p>
- <p class=desc>Output a waveform, and set the amplitude and frequency.
- </p>
- <p class=func><span class=keyword>frequency</span>(freq);</p>
- <p class=desc>Change the frequency.
- </p>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Change the amplitude. Set to 0 to turn the signal off.
- </p>
- <p class=func><span class=keyword>phase</span>(angle);</p>
- <p class=desc>
- Cause the generated waveform to jump to a specific point within
- its cycle. Angle is from 0 to 360 degrees. When multiple objects
- are configured,
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- should be used to guarantee all new settings take effect together.
- </p>
- <p class=func><span class=keyword>pulseWidth</span>(amount);</p>
- <p class=desc>Change the width (duty cycle) of the pulse.</p>
- <p class=func><span class=keyword>arbitraryWaveform</span>(array, maxFreq);</p>
- <p class=desc>
- Configure the waveform to be used with WAVEFORM_ARBITRARY. Array
- must be an array of 256 samples. Currently, the data is used
- without any filtering, which can cause aliasing with frequencies
- above 172 Hz. For higher frequency output, you must bandwidth
- limit your waveform data. Someday, "maxFreq" will be used to
- do this automatically.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Synthesis > PlaySynthMusic
- </p>
- <p class=exam>File > Examples > Audio > Synthesis > pulseWidth
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > WM8731MikroSine
- </p>
- <h3>Notes</h3>
- <p>Supported Waveforms:<br>
- <ul>
- <li><span class=literal>WAVEFORM_SINE</span></li>
- <li><span class=literal>WAVEFORM_SAWTOOTH</span></li>
- <li><span class=literal>WAVEFORM_SAWTOOTH_REVERSE</span></li>
- <li><span class=literal>WAVEFORM_SQUARE</span></li>
- <li><span class=literal>WAVEFORM_TRIANGLE</span></li>
- <li><span class=literal>WAVEFORM_ARBITRARY</span></li>
- <li><span class=literal>WAVEFORM_PULSE</span></li>
- <li><span class=literal>WAVEFORM_SAMPLE_HOLD</span></li>
- </ul>
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthWaveform">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthToneSweep">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create a continuously varying (in frequency) sine wave</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Continuously varying tone</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>play</span>(level, lowFreq, highFreq, time);</p>
- <p class=desc>Start generating frequency sweep output. The time is specified
- in milliseconds. Level is 0 to 1.0.
- </p>
- <p class=func><span class=keyword>isPlaying</span>();</p>
- <p class=desc>Returns true (non-zero) while the output is active.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > ToneSweep
- </p>
- <h3>Notes</h3>
- <p>Uses excessive CPU time</p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthToneSweep">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthWaveformDc">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create constant (DC) signal, useful for control of objects that take
- a modulation or control input signal. This constant level can be
- used to modify other waveforms using mixer or multiplier objects</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Output constant DC level</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Set the output. Level is -1.0 to 1.0. The output is
- changed immediately.
- </p>
- <p class=func><span class=keyword>amplitude</span>(level, milliseconds);</p>
- <p class=desc>Set the output. Level is -1.0 to 1.0. The output is
- gradually changed over a "milliseconds" time period. Any time may
- be specified, but periods longer than 1 second may be automatically
- shortened for small level changes, due to numerical precision limits.
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>Of course, the term "DC", for Direct Current, doesn't properly apply
- to a pure digital stream of numerical values. But the term is widely
- understood in audio applications, so hopefully it's not too confusing?</p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthWaveformDc">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthNoiseWhite">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create white noise.
- </p>
- <p align=center><img src="img/whitenoise.png"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>White Noise</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Set the output peak level, from 0 (off) to 1.0.
- The default is off. Noise is generated only after setting
- to a non-zero level.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- <h3>Notes</h3>
- <p>Setting the amplitude to zero causes this object to stop using
- CPU time to generate random numbers.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthNoiseWhite">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioSynthNoisePink">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Create pink noise, using Stefan Stenzel's "New Shade Of Pink" algorithm.
- </p>
- <!--
- <p align=center><img src="img/whitenoise.png"></p>
- -->
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>Out 0</td><td>Pink Noise</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>amplitude</span>(level);</p>
- <p class=desc>Set the output peak level, from 0 (off) to 1.0.
- The default is off. Noise is generated only after setting
- to a non-zero level.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > MemoryAndCpuUsage
- </p>
- <h3>Notes</h3>
- <p>Setting the amplitude to zero causes this object to stop using
- CPU time. CPU usage is approx 3% on Teensy 3.1.
- </p>
- <p>Stefan Stenzel's
- <a href="http://stenzel.waldorfmusic.de/post/pink/" target="_blank">New Shade Of Pink</a>
- algorithm. Stefan's terms of use are "Use for any purpose. If used
- in a commercial product, you should give me one."
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioSynthNoisePink">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectFade">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Gradually increase or decrease audio level.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Signal Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>fadeIn</span>(milliseconds);</p>
- <p class=desc>Begin increasing the audio level, to reach 1.0 (input passed
- directly to the output) after "milliseconds" time.
- </p>
- <p class=func><span class=keyword>fadeOut</span>(milliseconds);</p>
- <p class=desc>Begin decreasing the audio level, to reach 0 (no output)
- after "milliseconds" time.
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>Cross fading can be built with 2 fade objects fed into a mixer.
- When one fade object is off (fully faded out) and the other on
- (fully faded in), if both are started at the same moment for the
- same time duration, their signal gains always add to 1.0. This
- allows 2 fade objects to work together for a smooth transition
- between a pair of signals.
- </p>
- <p><a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- should be used when changing
- settings on multiple objects, so all changes always take effect
- at the same moment.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectFade">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectChorus">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>The chorus effect simulates the richness of several nearly-identical
- sound sources (like the way a choir sounds different to a single singer).
- It does this by sampling from a delay line, so each voice is actually
- the same but at a slightly different point in time. This is a type of
- comb filtering.</p>
- </div>
- <p>Chorus combines one or more samples ranging from the most recent
- sample back to about 50ms ago. The additional samples are evenly spread
- through the supplied delay line, and there is no modulation.</p>
- <p>If the number of voices is specified as 2, then the
- effect combines the current sample and the oldest sample (the last one
- in the delay line). If the number of voices is 3 then the effect combines
- the most recent sample, the oldest sample and the sample in the middle of
- the delay line.</p>
- <p>For two voices the effect can be represented as:<br/>
- result = (sample(0) + sample(dt))/2<br/>
- where sample(0) represents the current sample and sample(dt)
- is the sample in the delay line from dt milliseconds ago.</p>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class="top"><th>Port</th><th>Purpose</th></tr>
- <tr class="odd"><td align="center">In 0</td><td>Signal Input</td></tr>
- <tr class="odd"><td align="center">Out 0</td><td>Chorused Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>(delayBuffer, length, n_chorus);</p>
- <p class=desc>Create a chorus by specifying the address of the delayline, the
- total number of samples in the delay line (often done as an integer multiple of
- AUDIO_BLOCK_SAMPLES) and the number of voices in the chorus <em>including</em>
- the original voice (so, 2 and up to get a chorus effect, although you can
- specify 1 if you want).
- </p>
- <p class=func><span class=keyword>modify</span>(n_chorus);</p>
- <p class=desc>Alters the number of voices in a running chorus (previously started with begin).
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Chorus
- </p>
- <h3>Notes</h3>
- <p>The longer the length of the chorus, the more memory blocks are used.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectChorus">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectFlange">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Originally, flanging was produced by playing the same signal on two synchronized
- reel-to-reel tape recorders and making one of the reels slow down and speed up by
- pressing on the flange of the reel (hence the name). This is a type of
- comb filtering, and produces a harmonically-related series of peaks and notches
- in the audio spectrum.</p>
- </div>
- <p>This flanger uses a delay line, combining the original voice with only one sample from the delay
- line, but the position of that sample varies sinusoidally.</p>
- <p>The effect can be represented as:<br>
- result = sample(0) + sample(dt + depth*sin(2*PI*Fe))</p>
- <p>The value of the sine function is always a number from -1 to +1 and
- so the result of depth*(sin(Fe)) is always a number from -depth to +depth.
- Thus, the delayed sample will be selected from the range (dt-depth) to
- (dt+depth). This selection will vary at whatever rate is specified as the
- frequency of the effect, Fe. Typically a low frequency (a few Hertz) is used.
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class="top"><th>Port</th><th>Purpose</th></tr>
- <tr class="odd"><td align="center">In 0</td><td>Signal Input</td></tr>
- <tr class="odd"><td align="center">Out 0</td><td>Flanged Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>(delayBuffer, length, offset, depth, delayRate);</p>
- <p class=desc>Create a flanger by specifying the address of the delayline, the
- total number of samples in the delay line (often done as an integer multiple of
- AUDIO_BLOCK_SAMPLES), the offset (how far back the flanged sample is from the original voice),
- the modulation depth (larger values give a greater variation) and the modulation
- frequency, in Hertz.
- </p>
- <p class=func><span class=keyword>voices</span>(offset, depth, delayRate);</p>
- <p class=desc>Alters the parameters in a running flanger (previously started with begin).
- </p>
-
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Flange
- </p>
- <h3>Notes</h3>
- <p>The longer the length of the delay buffer, the more memory blocks are used.</p>
- <p>Try these settings:<br>
- #define FLANGE_DELAY_LENGTH (2*AUDIO_BLOCK_SAMPLES)<br>
- and<br>
- int s_idx = 2*FLANGE_DELAY_LENGTH/4;<br>
- int s_depth = FLANGE_DELAY_LENGTH/4;<br>
- double s_freq = 3;</p>
- <p>The flange effect can also produce a chorus-like effect if a longer
- delay line is used with a slower modulation rate, for example try:<br>
- #define FLANGE_DELAY_LENGTH (12*AUDIO_BLOCK_SAMPLES)<br>
- and<br>
- int s_idx = 3*FLANGE_DELAY_LENGTH/4;<br>
- int s_depth = FLANGE_DELAY_LENGTH/8;<br>
- double s_freq = .0625;</p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectFlange">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectReverb">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Reverb with adjustable reverberation time. Contributed by Joao Rossi FIlho.
- </p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class="top"><th>Port</th><th>Purpose</th></tr>
- <tr class="odd"><td align="center">In 0</td><td>Input</td></tr>
- <tr class="odd"><td align="center">Out 0</td><td>Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>reverbTime</span>(seconds);</p>
- <p class=desc>Sets the amount of reverberation time.
- </p>
-
- <h3>Examples</h3>
- <p><a href="https://twitter.com/joaorossifilho/status/779737126841753601">Video Demo</a>
- </p>
- <!--<p class=exam>File > Examples > Audio > Effects > Flange
- </p>-->
- <h3>Notes</h3>
- <p>This effect may have distortion problems with the input signal is more than 0.5.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectReverb">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectEnvelope">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Modify a signal with a DAHDSR (Delay Attack Hold Decay Sustain
- Release) envelope.
- </p>
- <p align=center><img src="img/dahdsr.png"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Signal with Envelope Applied</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>noteOn</span>();</p>
- <p class=desc>Begin the delay to attack, or the attack phase is
- delay is zero.
- </p>
- <p class=func><span class=keyword>noteOff</span>();</p>
- <p class=desc>Begin the release phase.
- </p>
- <p class=func><span class=keyword>delay</span>(milliseconds);</p>
- <p class=desc>Set the delay from noteOn to the attach phase. The
- default is zero, for no delay.
- </p>
- <p class=func><span class=keyword>attack</span>(milliseconds);</p>
- <p class=desc>Set the attack time. The default is 1.5 milliseconds.
- </p>
- <p class=func><span class=keyword>hold</span>(milliseconds);</p>
- <p class=desc>Set the hold time. The default is 0.5 milliseconds.
- </p>
- <p class=func><span class=keyword>decay</span>(milliseconds);</p>
- <p class=desc>Set the decay time. The default is 15 milliseconds.
- </p>
- <p class=func><span class=keyword>sustain</span>(level);</p>
- <p class=desc>Set the sustain level. The range is 0 to 1.0. The
- gain will be maintained at this level after the decay phase,
- until noteOff() is called.
- </p>
- <p class=func><span class=keyword>release</span>(milliseconds);</p>
- <p class=desc>Set the release time. The default is 30 millisecond.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Synthesis > PlaySynthMusic
- </p>
- <p class=exam>File > Examples > Audio > Synthesis > pulseWidth
- </p>
- <p class=exam>File > Examples > Audio > MemoryAndCpuUsage
- </p>
- <h3>Notes</h3>
- <p>To achieve the more common ADSR shape, simply
- set delay and hold to zero.</p>
- <p>The recommended range for each of the 5 timing inputs is 0 to 50
- milliseconds. Up to 200 ms can be used, with somewhat reduced
- accuracy</p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectEnvelope">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectMultiply">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Multiply two signals together, useful for amplitude modulation
- or "voltage controlled amplification".
- </p>
- <p align=center><img src="img/multiply.png"><br><small>56 Hz and 1 kHz sine waves multiplied.</small></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Signal with Envelope Applied</td></tr>
- </table>
- <h3>Functions</h3>
- <p>There are no functions to call from the Arduino sketch.
- This object simply multiplies the 2 signals to create
- a continuous output
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectMultiply">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectDelay">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Delay a signal. Up to 8 separate delay taps can be used.</p>
- <p align=center><img src="img/delay.png"><br><small>1 kHz burst, delayed 5.2 ms.</small></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Delay Tap #1</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Delay Tap #2</td></tr>
- <tr class=odd><td align=center>Out 2</td><td>Delay Tap #3</td></tr>
- <tr class=odd><td align=center>Out 3</td><td>Delay Tap #4</td></tr>
- <tr class=odd><td align=center>Out 4</td><td>Delay Tap #5</td></tr>
- <tr class=odd><td align=center>Out 5</td><td>Delay Tap #6</td></tr>
- <tr class=odd><td align=center>Out 6</td><td>Delay Tap #7</td></tr>
- <tr class=odd><td align=center>Out 7</td><td>Delay Tap #8</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>delay</span>(channel, milliseconds);</p>
- <p class=desc>Set output channel (0 to 7) to delay the signals by
- milliseconds. The maximum delay is approx 425 ms. The actual delay
- is rounded to the nearest sample. Each channel can be configured for
- any delay. There is no requirement to configure the "taps" in increasing
- delay order.
- </p>
- <p class=func><span class=keyword>disable</span>(channel);</p>
- <p class=desc>Disable a channel. The output of this channel becomes
- silent. If this channel is the longest delay, memory usage is
- automatically reduced to accomodate only the remaining channels used.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Delay
- </p>
- <h3>Notes</h3>
- <p>Memory for the delayed signal is take from the memory pool allocated by
- <a href="http://www.pjrc.com/teensy/td_libs_AudioConnection.html" target="_blank">AudioMemory()</a>.
- Each block allows about 3 milliseconds of delay, so AudioMemory
- should be increased to allow for the longest delay tap.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectDelay">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectDelayExternal">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Delay a signal, using external memory for longer delay times! Up to 8 separate delay taps can be used.</p>
- <p align=center><img src="img/delay.png"><br><small>1 kHz burst, delayed 5.2 ms.</small></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Delay Tap #1</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Delay Tap #2</td></tr>
- <tr class=odd><td align=center>Out 2</td><td>Delay Tap #3</td></tr>
- <tr class=odd><td align=center>Out 3</td><td>Delay Tap #4</td></tr>
- <tr class=odd><td align=center>Out 4</td><td>Delay Tap #5</td></tr>
- <tr class=odd><td align=center>Out 5</td><td>Delay Tap #6</td></tr>
- <tr class=odd><td align=center>Out 6</td><td>Delay Tap #7</td></tr>
- <tr class=odd><td align=center>Out 7</td><td>Delay Tap #8</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>delay</span>(channel, milliseconds);</p>
- <p class=desc>Set output channel (0 to 7) to delay the signals by
- milliseconds. The maximum delay is approx 1.5 seconds for each 23LC1024 chip.
- The actual delay
- is rounded to the nearest sample. Each channel can be configured for
- any delay. There is no requirement to configure the "taps" in increasing
- delay order.
- </p>
- <p class=func><span class=keyword>disable</span>(channel);</p>
- <p class=desc>Disable a channel. The output of this channel becomes
- silent. If this channel is the longest delay, memory usage is
- automatically reduced to accomodate only the remaining channels used.
- </p>
- <h3>Hardware</h3>
- <p>By default, or when <span class=literal>AUDIO_MEMORY_23LC1024</span> is used (see below),
- a single 23LC1024 RAM chip is used, with these pins:
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th></tr>
- <tr class=odd><td align=center>6</td><td>CS</td></tr>
- <tr class=odd><td align=center>7</td><td>MOSI</td></tr>
- <tr class=odd><td align=center>12</td><td>MISO</td></tr>
- <tr class=odd><td align=center>14</td><td>SCK</td></tr>
- </table>
- </p>
- <p>When <span class=literal>AUDIO_MEMORY_MEMORYBOARD</span> is used, up to six
- 23LC1024 chips are used.
- </p>
- <p align=center><img src="img/memoryboard.jpg"><br><small><a href="https://oshpark.com/shared_projects/KZt5PaU7" target="_blank">Memoryboard 4</a></small></p>
- <p>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Pin</th><th>Signal</th></tr>
- <tr class=odd><td align=center>2</td><td>CS0 (encoded)</td></tr>
- <tr class=odd><td align=center>3</td><td>CS1 (encoded)</td></tr>
- <tr class=odd><td align=center>4</td><td>CS2 (encoded)</td></tr>
- <tr class=odd><td align=center>7</td><td>MOSI</td></tr>
- <tr class=odd><td align=center>12</td><td>MISO</td></tr>
- <tr class=odd><td align=center>14</td><td>SCK</td></tr>
- </table>
- </p>
- <p>
- If fewer than 6 chips are soldered, the optional parameter for maximum delay
- must be used. See below for details. Each chip provides 1485 ms of delay
- memory, so the total of all objects using AUDIO_MEMORY_MEMORYBOARD must not
- exceed the amount of memory physically present.
- </p>
- <h3>Examples</h3>
- <p>
- <a href="https://www.youtube.com/watch?v=d80d1HWy5_s" target="_blank">Demo Video</a> (YouTube)
- </p>
- <!--
- <p class=exam>File > Examples > Audio > Effects > Delay
- </p>
- -->
- <p>
- <a href="https://forum.pjrc.com/threads/29276-Limits-of-delay-effect-in-audio-library?p=79436&viewfull=1#post79436" target="_blank">Forum Conversaton</a> (with sample code)
- </p>
- <h3>Notes</h3>
- <p>External RAM allows for longer delays without consuming
- limited internal RAM. However, SPI communication is required,
- which consumes much more CPU time. The
- <a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html">AudioProcessorUsageMax</a>
- function may be used to monitor how much CPU time is consumed.
- </p>
- <p>You may specify the type of hardware to be used by editing the code. AUDIO_MEMORY_23LC1024
- specifies a single 23LC1024 chip. AUDIO_MEMORY_MEMORYBOARD allows using up to 6 of these
- chips.
- </p>
- <p class=desc><span class=keyword>AudioEffectDelayExternal</span> delayExt1(<span class=literal>AUDIO_MEMORY_23LC1024</span>);
- </p>
- <p>You may also create more than one delay using the same hardware, where the memory is partitioned
- by specifying a maximum delay in milliseconds. This can be useful if you wish to delay both
- channels of a stereo signal.
-
- <p class=desc><span class=keyword>AudioEffectDelayExternal</span> delayExt1(<span class=literal>AUDIO_MEMORY_23LC1024</span>, 700);<br><span class=keyword>AudioEffectDelayExternal</span> delayExt2(<span class=literal>AUDIO_MEMORY_23LC1024</span>, 700);
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectDelayExternal">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectBitcrusher">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Reduce the samplerate and/or bitdepth of a source signal, resulting in
- a distorted sound.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal Input</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Signal Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>bits</span>(xcrushBits);</p>
- <p class=desc>xcrushBits sets the bitdepth, from 1 to 16. A Value of 16
- does not crush the bitdepth, and is effectively a passthru for this part
- of the function.</p>
-
- <p class=func><span class=keyword>sampleRate</span>(xsampleRate);</p>
-
- <p class=desc>xsampleRate sets the frequency, from 1 to 44100Hz, however it
- works in integer steps so you will only really get a handful of results from
- the many samplerates you can pass. 44100 is passthru.</p>
-
- <p class=desc>set xbitDepth to 16 and xsampleRate to 44100 to pass audio
- through without any Bitcrush effect.</p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Bitcrusher
- </p>
- <h3>Notes</h3>
- <p>Needs a lot of improvement. Options for anti-aliasing would be nice in
- the future, but for now, it's rough, it's dirty and it sounds a bit like
- Nine Inch Nails.
- </p>
- <p><a href="http://www.pjrc.com/teensy/td_libs_AudioProcessorUsage.html" target="_blank">AudioNoInterrupts()</a>
- should be used when changing
- settings on multiple objects, so all changes always take effect
- at the same moment.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectBitcrusher">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioEffectMidSide">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Convert stereo signals to/from Mid-Side format.
- Mid-Side encoding can be used to increase stereo width, make the lower
- frequencies mono (to please your sub), or as the basis of audio compression.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>While<br>Encoding</th><th>While<br>Decoding</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Left Input</td><td>Mid Output</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Right Input</td><td>Side Output</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Mid Input</td><td>Left Output</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Side Input</td><td>Right Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>encode</span>();</p>
- <p class=desc>Configure this object to encode from stereo to Mid-Side format.</p>
- <p class=func><span class=keyword>decode</span>();</p>
- <p class=desc>Configure this object to decode from Mid-Side format back to stereo signals.</p>
-
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Mid_Side</p>
- <h3>Notes</h3>
- <p>Many interesting stereo effects can be achieved by manipulating Mid-Side signals.</p>
- <p>Normally a pair of these objects are used, one to encode, then additional
- gain/attenuation or effects applied to the Mid-Side signals, and finally
- decoding back to stereo signals</p>
- <p>To prevent saturation, halving is done in the encoding, that is:</p>
- <p>Mid = (left+right)/2</p>
- <p>Side = (left-right)/2</p>
- <p>And to decode:</p>
- <p>Left = Mid+Side</p>
- <p>Right = Mid-Side</p>
- </script>
- <script type="text/x-red" data-template-name="AudioEffectMidSide">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioFilterBiquad">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Biquadratic cascaded filter, useful for all sorts of filtering.
- Up to 4 stages may be cascaded.
- </p>
- <p align=center><img src="img/biquad.png"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to be filtered</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Filtered Signal Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>setLowpass</span>(stage, frequency, Q);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with low pass
- response, with the specified corner frequency and Q shape. If Q is
- higher that 0.7071, be careful of filter gain (see below).
- </p>
- <p class=func><span class=keyword>setHighpass</span>(stage, frequency, Q);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with high pass
- response, with the specified corner frequency and Q shape. If Q is
- higher that 0.7071, be careful of filter gain (see below).
- </p>
- <p class=func><span class=keyword>setBandpass</span>(stage, frequency, Q);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with band pass
- response. The filter has unity gain at the specified frequency. Q
- controls the width of frequencies allowed to pass.
- </p>
- <p class=func><span class=keyword>setNotch</span>(stage, frequency, Q);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with band reject (notch)
- response. Q controls the width of rejected frequencies.
- </p>
- <p class=func><span class=keyword>setLowShelf</span>(stage, frequency, gain, slope);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with low shelf response.
- A low shelf filter attenuates or amplifies signals below the specified frequency.
- Frequency controls the slope midpoint, gain is in dB and can be both
- positive or negative. The slope parameter controls steepness of gain transition.
- A slope of 1 yields maximum steepness without overshoot,
- lower values yield a less steep slope. See the picture below for a visualization
- of the slope parameter's effect.
- Be careful with positive gains and slopes higher than 1 as they introduce gain
- (see warning below).
- </p>
- </p>
- <p class=func><span class=keyword>setHighShelf</span>(stage, frequency, gain, slope);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with high shelf response.
- A high shelf filter attenuates or amplifies signals above the specified frequency.
- Frequency controls the slope midpoint, gain is in dB and can be both
- positive or negative. The slope parameter controls steepness of gain transition.
- A slope of 1 yields maximum steepness without overshoot,
- lower values yield a less steep slope. See the picture below for a visualization
- of the slope parameter's effect.
- Be careful with positive gains and slopes higher than 1 as they introduce gain
- (see warning below).
- </p>
- <p align=center><img src="img/shelf_filter.png"></p>
- <p class=func><span class=keyword>setCoefficients</span>(stage, array[5]);</p>
- <p class=desc>Configure one stage of the filter (0 to 3) with an arbitrary
- filter response. The array of coefficients is in order: B0, B1, B2, A1, A2.
- Each coefficient must be less than 2.0 and greater than -2.0. The array
- should be type double. Alternately, it may be type int, where 1.0 is
- represented with 1073741824 (2<sup>30</sup>).
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Filter
- </p>
- <h3>Notes</h3>
- <p>Filters can with gain must have their input signals attenuated, so the
- signal does not exceed 1.0.
- </p>
- <p>This object implements up to 4 cascaded stages. Unconfigured stages will
- not pass any signal.
- </p>
- <p>Biquad filters with low corner frequency (under about 400 Hz) can run into
- trouble with limited numerical precision, causing the filter to perform
- poorly. For very low corner frequency, the State Variable (Chamberlin)
- filter should be used.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioFilterBiquad">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioFilterFIR">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Finite impulse response filter, useful for all sorts of filtering.
- </p>
- <p align=center><img src="img/fir_filter.png"></p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to be filtered</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Filtered Signal Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>(array, length);</p>
- <p class=desc>Initialize the filter. The array must be 16 bit integers (the
- filter's impulse response), and
- length indicates the number of points in the array. Array may also be
- FIR_PASSTHRU (length = 0), to directly pass the input to output without
- filtering.
- </p>
- <p class=func><span class=keyword>end</span>();</p>
- <p class=desc>Turn the filter off.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Effects > Filter_FIR
- </p>
- <h3>Known Issues</h3>
- <p>Your filter's impulse response array must have an even length. If you have
- add odd number of taps, you must add an extra zero to increase the length
- to an even number.
- </p>
- <p>The minimum number of taps is 4. If you use less, add extra zeros to increase
- the length to 4.
- </p>
- <p>The impulse response must be given in reverse order. Many filters have
- symetrical impluse response, making this a non-issue. If your filter has
- a non-symetrical response, make sure the data is in reverse time order.
- </p>
- <h3>Notes</h3>
- <p>FIR filters requires more CPU time than Biquad (IIR), but they can
- implement filters with better phase response.
- </p>
- <p>A 100 point filter requires 9% CPU time on Teensy 3.1. The maximum
- supported filter length is 200 points.
- </p>
- <p>The free
- <a href="http://t-filter.engineerjs.com/" target="_blank"> TFilter Design Tool</a>
- can be used to create the impulse response array. Be sure to set the sampling
- frequency to 44117 HZ (it defaults to only 2000 Hz) and the output type to "int" (16 bit).
- </p>
- <p>
- If you use TFilter Design's "C/C++ array" option, it's output has "int" definition, which
- is 32 bits on Teensy 3.1. Edit "int" to "short" for an array of 16 bit numbers,
- and add "const" to avoid consuming extra RAM.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioFilterFIR">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioFilterStateVariable">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>A State Variable (Chamberlin) Filter with 12 dB/octave roll-off,
- adjustable resonance, and optional signal control of corner
- frequency.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to Filter</td></tr>
- <tr class=odd><td align=center>In 1</td><td>Frequency Control</td></tr>
- <tr class=odd><td align=center>Out 0</td><td>Low Pass Output</td></tr>
- <tr class=odd><td align=center>Out 1</td><td>Band Pass Output</td></tr>
- <tr class=odd><td align=center>Out 2</td><td>High Pass Output</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>frequency</span>(freq);</p>
- <p class=desc>Set the filter's corner frequency. When a signal is
- connected to the control input, the filter will implement this
- frequency when the signal is zero.
- </p>
- <p class=func><span class=keyword>resonance</span>(Q);</p>
- <p class=desc>Set the filter's resonance. Q ranges from 0.7 to 5.0.
- Resonance greater than 0.707 will amplify the signal near the
- corner frequency. You must attenuate the signal before input
- to this filter, to prevent clipping.
- </p>
- <p class=func><span class=keyword>octaveControl</span>(octaves);</p>
- <p class=desc>Set how much (in octaves) the control signal can alter
- the filter's corner freqency. Range is 0 to 7 octaves. For
- example, when set to 2.5, a full scale positive signal (1.0) will
- shift the filter frequency up 2.5 octaves, and a full scale negative
- signal will shift it down 2.5 octaves.
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>
- When controlled by a signal, the equation for the filter
- frequency is:
- </p>
- <p>
- F = Fcenter * 2^<sup>(signal * octaves)</sup>
- <br><small>If anyone knows how to do HTML equations, please
- help me improve this.....</small>
- </p>
- <p>When operating with signal control of corner frequency, this
- object uses approximately 4% of the CPU time on Teensy 3.1.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioFilterFIR">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzePeak">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Track the signal peak amplitude. Very useful for simple
- audio level response projects, and general troubleshooting.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to analyze</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns true each time new peak data is available.
- </p>
- <p class=func><span class=keyword>read</span>();</p>
- <p class=desc>Read the highest peak amplitude value since the last read.
- Return is from 0.0 to 1.0.
- </p>
- <p class=func><span class=keyword>readPeakToPeak</span>();</p>
- <p class=desc>Read the highest peak-to-peak amplitude since the last read.
- Return is from 0.0 to 2.0.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Analysis > PeakMeterMono
- </p>
- <p class=exam>File > Examples > Audio > Analysis > PeakMeterStereo
- </p>
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzePeak">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzeRMS">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Track the signal RMS amplitude. Useful for
- audio level response projects, and general troubleshooting.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to analyze</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns true if new RMS data is available.
- </p>
- <p class=func><span class=keyword>read</span>();</p>
- <p class=desc>Read the new RMS value.
- Return is from 0.0 to 1.0.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Analysis > PeakAndRMSMeterStereo</p>
- </p>
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzeRMS">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzeFFT256">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Compute a 256 point Fast Fourier Transform (FFT) frequency analysis,
- with real value (magnitude) output. The frequency resolution is
- 172 Hz, useful for simple audio visualization.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to convert to frequency bins</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns true each time the FFT analysis produces new output data.
- </p>
- <p class=func><span class=keyword>read</span>(binNumber);</p>
- <p class=desc>Read a single frequency bin, from 0 to 127. The result is scaled
- so 1.0 represents a full scale sine wave.
- </p>
- <p class=func><span class=keyword>read</span>(firstBin, lastBin);</p>
- <p class=desc>Read several frequency bins, returning their sum. The higher
- audio octaves are represented by many bins, which are typically read
- as a group for audio visualization.
- </p>
- <p class=func><span class=keyword>averageTogether</span>(number);</p>
- <p class=desc>New data is produced very radidly, approximately 344 times
- per second. Multiple outputs can be averaged together, so available()
- returns true at a slower rate.
- </p>
- <p class=func><span class=keyword>windowFunction</span>(window);</p>
- <p class=desc>Set the window function to be used. AudioWindowHanning256
- is the default. Windowing may be disabled by NULL, but windowing
- should be used for all non-periodic (music) signals, and all periodic
- signals that are not exact integer division of the sample rate.
- </p>
-
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > MemoryAndCpuUsage
- </p>
- <h3>Notes</h3>
- <p>The raw 16 bit output data bins may be access with myFFT.output[num], where
- num is 0 to 127.</p>
- <p>TODO: caveats about spectral leakage vs frequency precision for arbitrary signals</p>
- <p>Window Types:
- <ul>
- <li><span class=literal>AudioWindowHanning256</span> (default)</li>
- <li><span class=literal>AudioWindowBartlett256</span></li>
- <li><span class=literal>AudioWindowBlackman256</span></li>
- <li><span class=literal>AudioWindowFlattop256</span></li>
- <li><span class=literal>AudioWindowBlackmanHarris256</span></li>
- <li><span class=literal>AudioWindowNuttall256</span></li>
- <li><span class=literal>AudioWindowBlackmanNuttall256</span></li>
- <li><span class=literal>AudioWindowWelch256</span></li>
- <li><span class=literal>AudioWindowHamming256</span></li>
- <li><span class=literal>AudioWindowCosine256</span></li>
- <li><span class=literal>AudioWindowTukey256</span></li>
- </ul>
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzeFFT256">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzeFFT1024">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Compute a 1024 point Fast Fourier Transform (FFT) frequency analysis,
- with real value (magnitude) output. The frequency resolution is
- 43 Hz, useful detailed for audio visualization.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to convert to frequency bins</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns true each time the FFT analysis produces new output data.
- </p>
- <p class=func><span class=keyword>read</span>(binNumber);</p>
- <p class=desc>Read a single frequency bin, from 0 to 511. The result is scaled
- so 1.0 represents a full scale sine wave.
- </p>
- <p class=func><span class=keyword>read</span>(firstBin, lastBin);</p>
- <p class=desc>Read several frequency bins, returning their sum. The higher
- audio octaves are represented by many bins, which are typically read
- as a group for audio visualization.
- </p>
- <p class=func><span class=keyword>averageTogether</span>(number);</p>
- <p class=desc>This function does nothing. The 1024 point FFT always
- updates at approximately 86 times per second.
- </p>
- <p class=func><span class=keyword>windowFunction</span>(window);</p>
- <p class=desc>Set the window function to be used. AudioWindowHanning1024
- is the default. Windowing may be disabled by NULL, but windowing
- should be used for all non-periodic (music) signals, and all periodic
- signals that are not exact integer division of the sample rate.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Analysis > FFT
- </p>
- <p class=exam>File > Examples > Audio > Analysis > SpectrumAnalyzerBasic
- </p>
- <h3>Notes</h3>
- <p>The raw 16 bit output data bins may be access with myFFT.output[num], where
- num is 0 to 511.</p>
- <p>TODO: caveats about spectral leakage vs frequency precision for arbitrary signals</p>
- <p>Window Types:
- <ul>
- <li><span class=literal>AudioWindowHanning1024</span> (default)</li>
- <li><span class=literal>AudioWindowBartlett1024</span></li>
- <li><span class=literal>AudioWindowBlackman1024</span></li>
- <li><span class=literal>AudioWindowFlattop1024</span></li>
- <li><span class=literal>AudioWindowBlackmanHarris1024</span></li>
- <li><span class=literal>AudioWindowNuttall1024</span></li>
- <li><span class=literal>AudioWindowBlackmanNuttall1024</span></li>
- <li><span class=literal>AudioWindowWelch1024</span></li>
- <li><span class=literal>AudioWindowHamming1024</span></li>
- <li><span class=literal>AudioWindowCosine1024</span></li>
- <li><span class=literal>AudioWindowTukey1024</span></li>
- </ul>
- </p>
- <p>1024 point FFT has a peak CPU usage of approx 52% on Teensy 3.1.
- Average usage is much lower. Future versions might distribute the
- load more evenly over time....
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzeFFT1024">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzeToneDetect">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Detect the level of a single tone</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to analyze</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>frequency</span>(freq);</p>
- <p class=desc>Set the frequency to detect. The default detection time
- will be 10 cycles of this frequency.
- </p>
- <p class=func><span class=keyword>frequency</span>(freq, cycles);</p>
- <p class=desc>Set the frequency to detect, and the number of cycles.
- Longer detection time (more cycles) will give higher precision,
- but of course slower response.
- </p>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns true (non-zero) each time a detection interval
- (number of cycles) completed and a new level is detected.
- </p>
- <p class=func><span class=keyword>read</span>();</p>
- <p class=desc>Read the detected signal level. Range is 0 to 1.0.
- </p>
- <p class=func><span class=keyword>threshold</span>(level);</p>
- <p class=desc>Set a detection threshold, where the bool test operation
- will return true if at or above this level, or false when below.
- </p>
- <p class=func>(bool)</p>
- <p class=desc>By testing the object as a boolean value, you can respond
- to detection of a tone.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Analysis > DialTone_Serial
- </p>
- <p class=exam>File > Examples > Audio > Analysis > DialTone_7segment
- </p>
- <h3>Notes</h3>
- <p>Low frequency detection has trouble with numerical precision.
- Works really well for all 8 DTMF frequencies, but fails for
- detecting "sub audible tones" used in some control applications.</p>
- <p>The (bool) test continues to return true until the next detection
- interval (the configured number of cycles). This behavior may
- change in future versions, for a single true each time the signal
- is detected, and then false for the remainder of that interval.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzeToneDetect">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzeNoteFrequency">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Detect with fairly good accuracy the fundamental frequency f<sub>o</sub>
- of musical notes, such as electric guitar and bass.</p>
- </div>
- <p>Written By Collin Duffy</p>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to analyze</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>(threshold);</p>
- <p class=desc>Initialize and start detecting frequencies,
- with an initial threshold (the amount of allowed uncertainty).
- </p>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns true (non-zero) when a valid
- frequency is detected.
- </p>
- <p class=func><span class=keyword>read</span>();</p>
- <p class=desc>Read the detected frequency.
- </p>
- <p class=func><span class=keyword>probability</span>();</p>
- <p class=desc>Return the level of certainty, betweeo 0 to 1.0.
- </p>
- <p class=func><span class=keyword>threshold</span>(level);</p>
- <p class=desc>Set the detection threshold, the amount of allowed uncertainty.
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Analysis > NoteFrequency
- </p>
- <h3>Notes</h3>
- <p>The <a href="http://recherche.ircam.fr/equipes/pcm/cheveign/pss/2002_JASA_YIN.pdf">YIN algorithm</a> (PDF)
- is used to detect frequencies, with many optimizations for
- frequencies between 29-400Hz. This algorithm can be somewhat
- memory and processor hungry but will allow you to detect with
- fairly good accuracy the fundamental frequencies from
- electric guitars and basses.</p>
- <p>Within the code, AUDIO_GUITARTUNER_BLOCKS
- may be edited to control low frequency range. The default
- (24) allows measurement down to 29.14 Hz, or B(flat)0.</p>
- <p>TODO: The usable upper range of this object is not well known.
- Duff says "it should be good up to 1000Hz", but may have trouble
- at 4 kHz. Please <a href="https://forum.pjrc.com/threads/32252-Different-Range-FFT-Algorithm/page2">post feedback here</a>, ideally with audio clips for the NoteFrequency example.</p>
- <p>This object was contributed by Collin Duffy from his
- <a href="https://github.com/duff2013/AudioTuner">AudioTuner project</a>.
- Additional details and documentation may be found there.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzeNoteFrequency">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioAnalyzePrint">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Print raw audio data to the Arduino Serial Monitor. This
- object creates massive output quickly, and should not normally be used.</p>
- </div>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Signal to print</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>name</span>(string);</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>trigger</span>();</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>trigger</span>(level, edge);</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>delay</span>(samples);</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>length</span>(samples);</p>
- <p class=desc>blah blah blah blah
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p>This object doesn't work very well and probably should not be used.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioAnalyzePrint">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioControlSGTL5000">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Control the SGTL5000 chip on the
- <a href="http://www.pjrc.com/store/teensy3_audio.html" target="_blank">audio shield</a>.
- SGTL5000 is always used in slave mode, where Teensy controls
- all I2S timing.
- </p>
- <p align=center><img src="img/sgtl5000closeup.jpg"></p>
- </div>
- <h3>Audio Connections</h3>
- <p>This object has no audio inputs or outputs. Separate i2s objects
- are used to send and receive audio data. I2S master mode objects
- must be used, because this object configures the SGTL5000 in slave
- mode, where it depends on Teensy to provide all I2S clocks.
- This object controls
- how the SGTL5000 will use those I2S audio streams.</p>
-
- <h3>Functions</h3>
- <p>These are the most commonly used SGTL5000 functions.</p>
- <p class=func><span class=keyword>enable</span>();</p>
- <p class=desc>Start the SGTL5000. This function should be called first.
- </p>
- <p class=func><span class=keyword>volume</span>(level);</p>
- <p class=desc>Set the headphone volume level. Range is 0 to 1.0, but
- 0.8 corresponds to the maximum undistorted output for a full scale
- signal. Usually 0.5 is a comfortable listening level. The line
- level outputs are <em>not</em> changed by this function.
- </p>
- <p class=func><span class=keyword>inputSelect</span>(input);</p>
- <p class=desc>Select which input to use: AUDIO_INPUT_LINEIN or AUDIO_INPUT_MIC.
- </p>
- <p class=func><span class=keyword>micGain</span>(dB);</p>
- <p class=desc>When using the microphone input, set the amplifier gain.
- The input number is in decibels, from 0 to 63.
- </p>
-
- <h3>Signal Levels</h3>
-
- <p>The default signal levels should be used for most applications,
- but these functions allow you to customize the analog signals.</p>
-
- <p class=func><span class=keyword>muteHeadphone</span>();</p>
- <p class=desc>Silence the headphone output.
- </p>
- <p class=func><span class=keyword>unmuteHeadphone</span>();</p>
- <p class=desc>Turn the headphone output on.
- </p>
- <p class=func><span class=keyword>muteLineout</span>();</p>
- <p class=desc>Silence the line level outputs.
- </p>
- <p class=func><span class=keyword>unmuteLineout</span>();</p>
- <p class=desc>Turn the line level outputs on.
- </p>
- <p class=func><span class=keyword>lineInLevel</span>(both);</p>
- <p class=desc style="padding-bottom:0.2em;">Adjust the sensitivity of the line-level inputs.
- Fifteen settings are possible:
- </p>
- <pre class="desc">
- 0: 3.12 Volts p-p
- 1: 2.63 Volts p-p
- 2: 2.22 Volts p-p
- 3: 1.87 Volts p-p
- 4: 1.58 Volts p-p
- 5: 1.33 Volts p-p (default)
- 6: 1.11 Volts p-p
- 7: 0.94 Volts p-p
- 8: 0.79 Volts p-p
- 9: 0.67 Volts p-p
- 10: 0.56 Volts p-p
- 11: 0.48 Volts p-p
- 12: 0.40 Volts p-p
- 13: 0.34 Volts p-p
- 14: 0.29 Volts p-p
- 15: 0.24 Volts p-p
- </pre>
- <p class=func><span class=keyword>lineInLevel</span>(left, right);</p>
- <p class=desc>Adjust the sensitivity of the line-level inputs, with different
- settings for left and right. The same 15 settings are available.
- </p>
- <p class=func><span class=keyword>lineOutLevel</span>(both);</p>
- <p class=desc style="padding-bottom:0.2em;">Adjust the line level output
- voltage range. The following settings are possible:
- </p>
- <pre class="desc">
- 13: 3.16 Volts p-p
- 14: 2.98 Volts p-p
- 15: 2.83 Volts p-p
- 16: 2.67 Volts p-p
- 17: 2.53 Volts p-p
- 18: 2.39 Volts p-p
- 19: 2.26 Volts p-p
- 20: 2.14 Volts p-p
- 21: 2.02 Volts p-p
- 22: 1.91 Volts p-p
- 23: 1.80 Volts p-p
- 24: 1.71 Volts p-p
- 25: 1.62 Volts p-p
- 26: 1.53 Volts p-p
- 27: 1.44 Volts p-p
- 28: 1.37 Volts p-p
- 29: 1.29 Volts p-p (default)
- 30: 1.22 Volts p-p
- 31: 1.16 Volts p-p
- </pre>
- <p class=func><span class=keyword>lineOutLevel</span>(left, right);</p>
- <p class=desc>Adjust the line level outout voltage range, with separate
- settings for left and right. The same settings (13 to 31) are available.
- </p>
-
-
- <h3>Signal Conditioning</h3>
-
- <p>Usually these digital signal conditioning features should be left at their
- default settings.
- </p>
-
- <p class=func><span class=keyword>adcHighPassFilterFreeze</span>();</p>
- <p class=desc>By default, the analog input (either line-level inputs or mic)
- is high-pass filtered, to remove any DC component. This function
- freezes the filter, so the current DC component is still substracted, but
- the filter stops tracking any DC or low frequency changes.
- </p>
- <p class=func><span class=keyword>adcHighPassFilterDisable</span>();</p>
- <p class=desc>Completely disable the analog input filter. DC and sub-audible
- low frequencies are allowed to enter the digital signal.
- </p>
- <p class=func><span class=keyword>adcHighPassFilterEnable</span>();</p>
- <p class=desc>Turn the DC-blocking filter back on, if disabled, or
- allows it to resume tracking DC and low frequency changes, if
- previously frozen. This is the default setting.
- </p>
- <p class=func><span class=keyword>dacVolume</span>(both);</p>
- <p class=desc>Normally output volume should be used with volume(), which
- changes the analog gain in the headphone amplifier. This function
- on the other hand controls digital attenuation before conversion to analog, which
- reduces resolution, but allows another fine control of output
- signal level. The ranges is 0 to 1.0, with the default (no digital attenuation)
- at 1.0.
- </p>
- <p class=desc>dacVolume uses zero-crossing detect to avoid clicks, and graceful
- ramping is handled by the chip so that a new volume may be set directly in
- a single call.
- </p>
- <p class=func><span class=keyword>dacVolume</span>(left, right);</p>
- <p class=desc>Adjust the digital output volume separately on left and
- right channels.
- </p>
- <p class=func><span class=keyword>dacVolumeRamp</span>();</p>
- <p class=desc>Enable graceful volume ramping. The dacVolume adjusts gradually using
- an exponential curve. Pops or loud clicks are avoided when making large
- changes in volume level.
- </p>
- <p class=func><span class=keyword>dacVolumeRampLinear</span>();</p>
- <p class=desc>Enable faster volume ramping. A slight click may be heard during a
- large volume change.
- </p>
- <p class=func><span class=keyword>dacVolumeRampDisable</span>();</p>
- <p class=desc>Do not use any gradual ramping. The zero cross feature still helps
- for small changes, but large volume changes may produce a pop or click.
- </p>
-
- <h3>Audio Processor</h3>
-
- <p>The optional digital audio processor is capable of implementing
- one or more of: automatic volume control, surround sound control,
- bass enhancement, and tonal adjustments (either a
- simple tone control, or a parametric equalizer, or a graphic equalizer),
- in that order.
- </p>
- <p>These signal processing features are implemented in the SGTL5000 chip,
- so they do not consume CPU time on Teensy. However, the order of
- these processes is fixed in the hardware.
- </p>
- <p>It is good practice to mute the outputs before enabling or disabling
- the Audio Processor, to avoid clicks or thumps.
- </p>
-
- <p class=func><span class=keyword>audioPreProcessorEnable</span>();</p>
- <p class=desc>Enable the audio processor to pre-process the input
- (from either line-level inputs or microphone) before it's sent
- to Teensy by I2S.
- </p>
- <p class=func><span class=keyword>audioPostProcessorEnable</span>();</p>
- <p class=desc>Enable the audio processor to post-process Teensy's
- I2S output before it's turned into analog signals for the
- headphones and/or line level outputs.
- </p>
- <p class=func><span class=keyword>audioProcessorDisable</span>();</p>
- <p class=desc>Disable the audio processor.
- </p>
- <p class=func><span class=keyword>autoVolumeControl</span>(maxGain, response, hardLimit, threshold, attack, decay);</p>
- <p class=desc>Configures the auto volume control, which is implemented as a compressor/expander
- or hard limiter. <em>maxGain</em> is the maximum gain that can be applied for expanding, and
- can take one of three values: 0 (0dB), 1 (6.0dB) and 2 (12dB). Values greater than 2 are treated
- as 2. <em>response</em> controls the integration time for the compressor and can take
- four values: 0 (0ms), 1 (25ms), 2 (50ms) or 3 (100ms). Larger values average the volume
- over a longer time, allowing short-term peaks through.
- </p>
- <p class=desc>If <em>hardLimit</em> is 0, a 'soft
- knee' compressor is used to progressively compress louder values which are near to or above the
- threashold (the louder they are, the greater the compression). If it is 1, a hard compressor
- is used (all values above the threashold are the same loudness). The <em>threashold</em> is specified
- as a float in the range 0dBFS to -96dBFS, where -18dBFS is a typical value.
- <em>attack</em> is a float controlling the rate of decrease in gain when the signal is over
- threashold, in dB/s. <em>decay</em> controls how fast gain is restored once the level
- drops below threashold, again in dB/s. It is typically set to a longer value than attack.
- </p>
- <p class=func><span class=keyword>autoVolumeEnable</span>();</p>
- <p class=desc>Enables auto volume control, using the previously specified settings.
- </p>
- <p class=func><span class=keyword>autoVolumeDisable</span>();</p>
- <p class=desc>Disables auto volume control.
- </p>
-
- <p class=func><span class=keyword>surroundSoundEnable</span>();</p>
- <p class=desc>Enable virtual surround processing, to give a broader and
- deeper stereo image (even with mono input).
- </p>
- <p class=func><span class=keyword>surroundSoundDisable</span>();</p>
- <p class=desc>Disable virtual surround processing. Before disabling, ramp up
- the width to maximum to avoid pops.
- </p>
- <p class=func><span class=keyword>surroundSound</span>(width);</p>
- <p class=desc>Configures virtual surround width from 0 (mono) to 7 (widest).
- </p>
- <p class=func><span class=keyword>surroundSound</span>(width, select);</p>
- <p class=desc>Configures virtual surround width from 0 (mono) to 7 (widest).
- <em>select</em> may be set to 1 (disable), 2 (mono input) or 3 (stereo input).
- </p>
-
- <p class=func><span class=keyword>enhanceBassEnable</span>();</p>
- <p class=desc>Enable bass enhancement. A mono, low-pass filtered copy of
- the original stereo signal has bass levels boosted and is then mixed back into
- the stereo signal, which is then optionally high pass filtered (to remove
- inaudible subsonic frequencies).
- </p>
- <p class=func><span class=keyword>enhanceBassDisable</span>();</p>
- <p class=desc>Disable bass enhancement. Before disabling, ramp down the bass
- enhancement level to zero.
- </p>
- <p class=func><span class=keyword>enhanceBass</span>(lr_lev, bass_lev);</p>
- <p class=desc>Configures the bass enhancement by setting the levels of the
- original stereo signal and the bass-enhanced mono level which will be mixed together.
- There is no high-pass filter.
- </p>
- <p class=desc>When changing bass level, call this function repeatedly to ramp up or down the bass in
- steps of 0.5dB, to avoid pops.
- </p>
- <p class=func><span class=keyword>enhanceBass</span>(lr_lev, bass_lev, hpf_bypass, cutoff);</p>
- <p class=desc>Configures the bass enhancement by setting the levels of the
- original stereo signal and the bass-enhanced mono level which will be mixed together.
- The high-pass filter may be enabled (0) or bypassed (1). The cutoff frequency is specified
- as follows:
- </p>
- <pre class="desc">
- value frequency
- 0 80Hz
- 1 100Hz
- 2 125Hz
- 3 150Hz
- 4 175Hz
- 5 200Hz
- 6 225Hz
- </pre>
- <p class=desc>When changing bass level, call this function repeatedly to ramp up or down the bass in
- steps of 0.5dB, to avoid pops.
- </p>
-
- <p class=func><span class=keyword>eqSelect</span>(n);</p>
- <p class=desc>Selects the type of frequency control, where <em>n</em> is
- one of</p>
- <p class=desc><b>FLAT_FREQUENCY (0)</b><br>
- Equalizers and tone controls disabled, flat frequency response.</p>
- <p class=desc><b>PARAMETRIC_EQUALIZER (1)</b><br>
- Enables the 7-band parametric equalizer, thus disabling the
- tone controls and graphic equalizer.</p>
- <p class=desc><b>TONE_CONTROLS (2)</b><br>
- Enables bass and treble tone controls, disabling the parametric
- equalization and graphic equalizer.</p>
- <p class=desc><b>GRAPHIC_EQUALIZER (3)</b><br>
- Enables the five-band graphic equalizer, disabling the parametric
- equalization and tone controls.</p>
-
-
- <p class=func><span class=keyword>eqBands</span>(bass, treble);</p>
- <p class=desc>Configures bass and treble tone controls, which are
- implemented as one second order low pass filter (bass) in parallel with
- one second order high pass filter (treble).
- </p>
- <p class=desc>When changing bass or treble level, call this function repeatedly to ramp
- up or down the level in steps of 0.04 (=0.5dB) or so, to avoid pops.
- </p>
- <p class=func><span class=keyword>eqBands</span>(bass, mid_bass, midrange, mid_treble, treble);</p>
- <p class=desc>Configures the graphic equalizer. It is implemented by five parallel,
- second order biquad filters with fixed frequencies of 115Hz, 330Hz, 990Hz, 3kHz,
- and 9.9kHz. Each band has a range of adjustment from 1.00 (+12dB) to -1.00 (-11.75dB).
- </p>
- <p class=func><span class=keyword>eqBand</span>(bandNum, n);</p>
- <p class=desc>Configures the gain or cut on one band in the graphic equalizer.
- <em>bandnum</em> can range from 1 to 5; <em>n</em> is a float in the range 1.00 to -1.00.
- </p>
- <p class=desc>When changing a band, call this function repeatedly to ramp up the gain in steps of 0.5dB,
- to avoid pops.
- </p>
-
- <p class=func><span class=keyword>eqFilter</span>(filterNum, filterParameters);</p>
- <p class=desc>Configurs the parametric equalizer. The number of filters (1 to 7)
- is specified along with a pointer to an array of filter coefficients.
- The parametric equalizer is implemented using 7 cascaded, second order bi-quad
- filters whose frequencies, gain, and Q may be freely configured, but each filter
- can only be specified as a set of filter coefficients.
- </p>
- <p class=func><span class=keyword>eqFilterCount</span>(n);</p>
- <p class=desc>Enables zero or more of the already enabled parametric filters.
- </p>
-
- <h3>Examples</h3>
- <p>Nearly all of the library's examples use this object. These
- examples demonstrate its special features.
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > PassThroughStereo
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > dap_bass_enhance
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > dap_avc_agc
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > balanceDAC
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > balanceHP
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > CalcBiquadToneControlDAP
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > SGTL5000 > VolumeRamp
- </p>
- <h3>Notes</h3>
- <p>TODO: add example with rock/classical/speech presets, where rock uses bass boost
- and surround enhancement while speech uses bandpass filtering and auto volume control
- compression.
- </p>
- <p>TODO: add example with two analogRead pots for bass and treble to demonstrate ramping.
- </p>
- </script>
- <script type="text/x-red" data-template-name="AudioControlSGTL5000">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioControlWM8731">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Control a WM8731 chip in slave mode, where it receives all clocks from Teensy</p>
- </div>
- <h3>Audio Connections</h3>
- <p>This object has no audio inputs or outputs. Separate i2s objects
- are used to send and receive audio data. I2S master mode objects
- must be used, since this control object configures the WM8731 into
- slave mode.
- </p>
- <h3>Functions</h3>
- <p class=func><span class=keyword>enable</span>();</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>disable</span>();</p>
- <p class=desc>not implemented
- </p>
- <p class=func><span class=keyword>volume</span>(level);</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>inputLevel</span>(level);</p>
- <p class=desc>not implemented
- </p>
- <p class=func><span class=keyword>inputSelect</span>(input);</p>
- <p class=desc>not implemented
- </p>
- <!--
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio >
- </p>
- -->
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioControlWM8731">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioControlWM8731master">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Control a WM8731 chip in master mode, where it controls all I2S timing.</p>
- </div>
- <h3>Audio Connections</h3>
- <p>This object has no audio inputs or outputs. Separate i2s objects
- are used to send and receive audio data. I2S slave mode objects
- must be used, since this control object configures the WM8731 into
- master mode.
- </p>
- <h3>Functions</h3>
- <p class=func><span class=keyword>enable</span>();</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>disable</span>();</p>
- <p class=desc>not implemented
- </p>
- <p class=func><span class=keyword>volume</span>(level);</p>
- <p class=desc>blah blah blah blah
- </p>
- <p class=func><span class=keyword>inputLevel</span>(level);</p>
- <p class=desc>not implemented
- </p>
- <p class=func><span class=keyword>inputSelect</span>(input);</p>
- <p class=desc>not implemented
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > WM8731MikroSine
- </p>
- <h3>Notes</h3>
- <p></p>
- </script>
- <script type="text/x-red" data-template-name="AudioControlWM8731master">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioControlAK4558">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Control the AK4558 chip on the <a href="https://hackaday.io/project/8567-hifi-audio-codec-module" target="_blank">HiFi Audio CODEC Module</a>
- in slave mode, where the Teensy controls all I2S timing.</p>
- </div>
- <h3>Audio Connections</h3>
- <p>This object has no audio inputs or outputs. Separate I2S objects
- are used to send and receive audio data.
- </p>
- <h3>Functions</h3>
- <p class=func><span class=keyword>enable</span>();</p>
- <p class=desc>Enables the CODEC to work with 44.1 KHz - 16 bit data. This function does not enable the ADC/DAC modules.
- </p>
- <p class=func><span class=keyword>enableIn</span>();</p>
- <p class=desc>Enables the ADC module.
- </p>
- <p class=func><span class=keyword>enableOut</span>();</p>
- <p class=desc>Enables the DAC module.
- </p>
- <p class=func><span class=keyword>disable</span>();</p>
- <p class=desc>Disables the ADC and the DAC modules.
- </p>
- <p class=func><span class=keyword>disableIn</span>();</p>
- <p class=desc>Disable the ADC module.
- </p>
- <p class=func><span class=keyword>disableOut</span>();</p>
- <p class=desc>Disable the DAC module.
- </p>
- <p class=func><span class=keyword>volume</span>(level);</p>
- <p class=desc>Accepts a float in range 0.0-1.0 and sets the line output volume accordingly.
- </p>
- <p class=func><span class=keyword>volumeLeft</span>(level);</p>
- <p class=desc>Accepts a float in range 0.0-1.0 and sets the left line output volume accordingly.
- </p>
- <p class=func><span class=keyword>volumeRight</span>(level);</p>
- <p class=desc>Accepts a float in range 0.0-1.0 and sets the right line output volume accordingly.
- </p>
- <p class=func><span class=keyword>inputLevel</span>(level);</p>
- <p class=desc>NOT SUPPORTED BY THE AK4558
- </p>
- <p class=func><span class=keyword>inputSelect</span>(input);</p>
- <p class=desc>not implemented yet
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > HardwareTesting > AK4558 > PassthroughTest
- </p>
- <p class=exam>File > Examples > Audio > HardwareTesting > AK4558 > SineOutTest
- </p>
- <h3>Notes</h3>
- <p>TODO: Implement inputSelect() function to enable mono left, mono right, stereo operation.</p>
- <p>TODO: Implement ADC and DAC filters control.</p>
- <p>TODO: Implement DAC level attenuator attack rate modifier.</p>
- </script>
- <script type="text/x-red" data-template-name="AudioControlAK4558">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
- <script type="text/x-red" data-help-name="AudioControlCS4272">
- <h3>Summary</h3>
- <div class=tooltipinfo>
- <p>Control the CS4272 chip on the <a href="https://hackaday.io/project/5912-teensy-super-audio-board" target="_blank">Super Audio Board</a>.
- </p>
- <p>TODO: does this control object put the CS4272 into I2S master or slave mode</p>
- </div>
- <h3>Audio Connections</h3>
- <p>This object has no audio inputs or outputs. Separate I2S objects
- are used to send and receive audio data.
- </p>
- <h3>Functions</h3>
- <p class=func><span class=keyword>enable</span>();</p>
- <p class=desc>Enables the CODEC to work with 44.1 KHz - 16 bit data. This function does not enable the ADC/DAC modules.
- </p>
- <p class=func><span class=keyword>volume</span>(vol);</p>
- <p class=desc>Set the volume level. Range is 0 to 1.0.
- </p>
- <p class=func><span class=keyword>volume</span>(left, right);</p>
- <p class=desc>Set the volume level. Range is 0 to 1.0.
- </p>
- <p class=func><span class=keyword>dacVolume</span>(vol);</p>
- <p class=desc>Set the volume level. Range is 0 to 1.0. TODO: what's the
- distinction between volume() and dacVolume()?
- </p>
- <p class=func><span class=keyword>dacVolume</span>(left, right);</p>
- <p class=desc>Set the volume level. Range is 0 to 1.0.
- </p>
-
- <p class=func><span class=keyword>muteOutput</span>();</p>
- <p class=desc>TODO: description
- </p>
- <p class=func><span class=keyword>unmuteOutput</span>();</p>
- <p class=desc>TODO: description
- </p>
- <p class=func><span class=keyword>muteInput</span>();</p>
- <p class=desc>TODO: description
- </p>
- <p class=func><span class=keyword>unmuteInput</span>();</p>
- <p class=desc>TODO: description
- </p>
- <p class=func><span class=keyword>enableDither</span>();</p>
- <p class=desc>TODO: description
- </p>
- <p class=func><span class=keyword>disableDither</span>();</p>
- <p class=desc>TODO: description
- </p>
-
- <h3>Hardware</h3>
- <p>Pin 2 must be connected to the CS4272 reset. SDA & SCL are used for all control.
- </p>
-
- <h3>Notes</h3>
- </script>
- <script type="text/x-red" data-template-name="AudioControlCS4272">
- <div class="form-row">
- <label for="node-input-name"><i class="fa fa-tag"></i> Name</label>
- <input type="text" id="node-input-name" placeholder="Name">
- </div>
- </script>
-
-
-
-
- </body>
- </html>
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