/* Audio Library for Teensy 3.X * Copyright (c) 2014, Jonathan Payne (jon@jonnypayne.com) * Based on Effect_Fade by Paul Stoffregen * Development of this audio library was funded by PJRC.COM, LLC by sales of * Teensy and Audio Adaptor boards. Please support PJRC's efforts to develop * open source software by purchasing Teensy or other PJRC products. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice, development funding notice, and this permission * notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef effect_bitcrusher_h_ #define effect_bitcrusher_h_ #include "Arduino.h" #include "AudioStream.h" class AudioEffectBitcrusher : public AudioStream { public: AudioEffectBitcrusher(void) : AudioStream(1, inputQueueArray) {} void bits(uint8_t b) { if (b > 16) b = 16; else if (b == 0) b = 1; crushBits = b; } void sampleRate(float hz) { int n = (AUDIO_SAMPLE_RATE_EXACT / hz) + 0.5; if (n < 1) n = 1; else if (n > 64) n = 64; sampleStep = n; } virtual void update(void); private: uint8_t crushBits; // 16 = off uint8_t sampleStep; // the number of samples to double up. This simple technique only allows a few stepped positions. audio_block_t *inputQueueArray[1]; }; #endif