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- #include <Audio.h>
- #include <Wire.h>
- #include <SPI.h>
- #include <SD.h>
- #include <SerialFlash.h>
- #include <Bounce.h>
-
- // 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; // six memory players, so we can play
- AudioPlayMemory sound2; // all six sounds simultaneously
- AudioPlayMemory sound3;
- AudioPlayMemory sound4;
- AudioPlayMemory sound5;
- AudioMixer4 mix1; // two 4-channel mixers are needed in
- AudioMixer4 mix2; // tandem to combine 6 audio sources
- AudioOutputI2S headphones;
- AudioOutputAnalog dac; // play to both I2S audio board and on-chip DAC
-
- // Create Audio connections between the components
- //
- AudioConnection c1(sound0, 0, mix1, 0);
- AudioConnection c2(sound1, 0, mix1, 1);
- AudioConnection c3(sound2, 0, mix1, 2);
- AudioConnection c4(sound3, 0, mix1, 3);
- AudioConnection c5(mix1, 0, mix2, 0); // output of mix1 into 1st input on mix2
- AudioConnection c6(sound4, 0, mix2, 1);
- AudioConnection c7(sound5, 0, mix2, 2);
- AudioConnection c8(mix2, 0, headphones, 0);
- AudioConnection c9(mix2, 0, headphones, 1);
- AudioConnection c10(mix2, 0, dac, 0);
-
- // Create an object to control the audio shield.
- //
- AudioControlSGTL5000 audioShield;
-
- // Bounce objects to read six pushbuttons (pins 0-5)
- //
- Bounce button0 = Bounce(0, 5);
- Bounce button1 = Bounce(1, 5); // 5 ms debounce time
- Bounce button2 = Bounce(2, 5);
- Bounce button3 = Bounce(3, 5);
- Bounce button4 = Bounce(4, 5);
- Bounce button5 = Bounce(5, 5);
-
-
- void setup() {
- // Configure the pushbutton pins for pullups.
- // Each button should connect from the pin to GND.
- pinMode(0, INPUT_PULLUP);
- pinMode(1, INPUT_PULLUP);
- pinMode(2, INPUT_PULLUP);
- pinMode(3, INPUT_PULLUP);
- pinMode(4, INPUT_PULLUP);
- pinMode(5, INPUT_PULLUP);
-
- // Audio connections require memory to work. For more
- // detailed information, see the MemoryAndCpuUsage example
- AudioMemory(10);
-
- // turn on the output
- audioShield.enable();
- audioShield.volume(0.5);
-
- // by default the Teensy 3.1 DAC uses 3.3Vp-p output
- // if your 3.3V power has noise, switching to the
- // internal 1.2V reference can give you a clean signal
- //dac.analogReference(INTERNAL);
-
- // reduce the gain on mixer channels, so more than 1
- // sound can play simultaneously without clipping
- mix1.gain(0, 0.4);
- mix1.gain(1, 0.4);
- mix1.gain(2, 0.4);
- mix1.gain(3, 0.4);
- mix2.gain(1, 0.4);
- mix2.gain(2, 0.4);
- }
-
- void loop() {
- // Update all the button objects
- button0.update();
- button1.update();
- button2.update();
- button3.update();
- button4.update();
- button5.update();
-
- // When the buttons are pressed, just start a sound playing.
- // The audio library will play each sound through the mixers
- // so any combination can play simultaneously.
- //
- if (button0.fallingEdge()) {
- sound0.play(AudioSampleSnare);
- }
- if (button1.fallingEdge()) {
- sound1.play(AudioSampleTomtom);
- }
- if (button2.fallingEdge()) {
- sound2.play(AudioSampleHihat);
- }
- if (button3.fallingEdge()) {
- sound3.play(AudioSampleKick);
- }
- if (button4.fallingEdge()) {
- // comment this line to work with Teensy 3.0.
- // the Gong sound is very long, too much for 3.0's memory
- sound4.play(AudioSampleGong);
- }
- if (button5.fallingEdge()) {
- sound5.play(AudioSampleCashregister);
- }
-
- }
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