// ADAT 8 channel Toslink output test, by Ernstjan Freriks // https://www.youtube.com/watch?v=e5ov3q02zxo // https://forum.pjrc.com/threads/28639-S-pdif?p=159530&viewfull=1#post159530 #include #include #include #include #include // WAV files converted to code by wav2sketch #include "AudioSampleSnare.h" // http://www.freesound.org/people/KEVOY/sounds/82583/ #include "AudioSampleTomtom.h" // http://www.freesound.org/people/zgump/sounds/86334/ #include "AudioSampleHihat.h" // http://www.freesound.org/people/mhc/sounds/102790/ #include "AudioSampleKick.h" // http://www.freesound.org/people/DWSD/sounds/171104/ #include "AudioSampleGong.h" // http://www.freesound.org/people/juskiddink/sounds/86773/ #include "AudioSampleCashregister.h" // http://www.freesound.org/people/kiddpark/sounds/201159/ // Create the Audio components. These should be created in the // order data flows, inputs/sources -> processing -> outputs // AudioPlayMemory sound0; AudioPlayMemory sound1; // five memory players, so we can play AudioPlayMemory sound2; // all five sounds simultaneously AudioPlayMemory sound3; AudioPlayMemory sound4; AudioPlayMemory sound5; // GUItool: begin automatically generated code AudioSynthWaveform sine1; AudioOutputADAT adat1; AudioConnection patchCord1(sine1, 0, adat1, 0); AudioConnection patchCord2(sine1, 0, adat1, 1); AudioConnection patchCord3(sound0, 0, adat1, 2); AudioConnection patchCord4(sound1, 0, adat1, 3); AudioConnection patchCord5(sound2, 0, adat1, 4); AudioConnection patchCord6(sound4, 0, adat1, 5); AudioConnection patchCord7(sound5, 0, adat1, 6); // GUItool: end automatically generated code void setup() { AudioMemory(10); sine1.begin(WAVEFORM_SINE); sine1.frequency(2000); } // the loop() methor runs over and over again, // as long as the board has power void loop() { sine1.amplitude(1.0); sound0.play(AudioSampleKick); delay(250); sound1.play(AudioSampleHihat); delay(250); sound1.play(AudioSampleHihat); sound2.play(AudioSampleSnare); delay(250); sound1.play(AudioSampleHihat); delay(250); sound0.play(AudioSampleKick); sound3.play(AudioSampleGong); delay(1000); }