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FW/Leo_muziekdoos_fw/.DS_Store
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FW/Leo_muziekdoos_fw/.DS_Store
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FW/Leo_muziekdoos_fw/.gitignore
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FW/Leo_muziekdoos_fw/.gitignore
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.pio
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.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
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.vscode/launch.json
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.vscode/ipch
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7
FW/Leo_muziekdoos_fw/.vscode/extensions.json
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FW/Leo_muziekdoos_fw/.vscode/extensions.json
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{
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// See http://go.microsoft.com/fwlink/?LinkId=827846
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// for the documentation about the extensions.json format
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"recommendations": [
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"platformio.platformio-ide"
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]
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}
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BIN
FW/Leo_muziekdoos_fw/FS/001 - Pure Shores.mp3
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FW/Leo_muziekdoos_fw/FS/001 - Pure Shores.mp3
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FW/Leo_muziekdoos_fw/FS/002 - Never Ever.mp3
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FW/Leo_muziekdoos_fw/FS/002 - Never Ever.mp3
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FW/Leo_muziekdoos_fw/FS/003.mp3
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FW/Leo_muziekdoos_fw/FS/003.mp3
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FW/Leo_muziekdoos_fw/FS/004.mp3
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FW/Leo_muziekdoos_fw/FS/004.mp3
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FW/Leo_muziekdoos_fw/include/README
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39
FW/Leo_muziekdoos_fw/include/README
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This directory is intended for project header files.
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A header file is a file containing C declarations and macro definitions
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to be shared between several project source files. You request the use of a
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header file in your project source file (C, C++, etc) located in `src` folder
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by including it, with the C preprocessing directive `#include'.
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```src/main.c
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#include "header.h"
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int main (void)
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{
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...
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}
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```
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Including a header file produces the same results as copying the header file
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into each source file that needs it. Such copying would be time-consuming
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and error-prone. With a header file, the related declarations appear
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in only one place. If they need to be changed, they can be changed in one
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place, and programs that include the header file will automatically use the
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new version when next recompiled. The header file eliminates the labor of
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finding and changing all the copies as well as the risk that a failure to
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find one copy will result in inconsistencies within a program.
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In C, the usual convention is to give header files names that end with `.h'.
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It is most portable to use only letters, digits, dashes, and underscores in
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header file names, and at most one dot.
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Read more about using header files in official GCC documentation:
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* Include Syntax
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* Include Operation
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* Once-Only Headers
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* Computed Includes
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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46
FW/Leo_muziekdoos_fw/lib/README
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FW/Leo_muziekdoos_fw/lib/README
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This directory is intended for project specific (private) libraries.
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PlatformIO will compile them to static libraries and link into executable file.
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The source code of each library should be placed in a an own separate directory
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("lib/your_library_name/[here are source files]").
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For example, see a structure of the following two libraries `Foo` and `Bar`:
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|--lib
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| |
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| |--Bar
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| | |--docs
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| | |--examples
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| | |--src
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| | |- Bar.c
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| | |- Bar.h
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| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
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| |
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| |--Foo
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| | |- Foo.c
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| | |- Foo.h
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| |
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| |- README --> THIS FILE
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|
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|- platformio.ini
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|--src
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|- main.c
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and a contents of `src/main.c`:
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```
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#include <Foo.h>
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#include <Bar.h>
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int main (void)
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{
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...
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}
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```
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PlatformIO Library Dependency Finder will find automatically dependent
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libraries scanning project source files.
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More information about PlatformIO Library Dependency Finder
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- https://docs.platformio.org/page/librarymanager/ldf.html
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23
FW/Leo_muziekdoos_fw/platformio.ini
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FW/Leo_muziekdoos_fw/platformio.ini
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; PlatformIO Project Configuration File
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;
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; Build options: build flags, source filter
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; Upload options: custom upload port, speed and extra flags
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; Library options: dependencies, extra library storages
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; Advanced options: extra scripting
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;
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; Please visit documentation for the other options and examples
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; https://docs.platformio.org/page/projectconf.html
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[env:genericSTM32F411CE]
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platform = ststm32
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board = genericSTM32F411CE
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framework = arduino
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upload_protocol = stlink
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debug_tool = stlink
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lib_deps =
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; stm32duino/STM32duino STM32SD@^1.2.3
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; adafruit/Audio - Adafruit Fork@^1.3.1
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adafruit/Adafruit Zero I2S Library@^1.2.1
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build_flags =
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-D PIO_FRAMEWORK_ARDUINO_ENABLE_CDC
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-D PIO_FRAMEWORK_ARDUINO_USB_FULLSPEED_FULLMODE
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166
FW/Leo_muziekdoos_fw/src/main.cpp
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FW/Leo_muziekdoos_fw/src/main.cpp
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// Arduino Zero / Feather M0 I2S audio tone generation example.
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// Author: Tony DiCola
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//
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// Connect an I2S DAC or amp (like the UDA1334A) to the Arduino Zero
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// and play back simple sine, sawtooth, triangle, and square waves.
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// Makes your Zero sound like a NES!
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//
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// NOTE: The I2S signal generated by the Zero does NOT have a MCLK /
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// master clock signal. You must use an I2S receiver that can operate
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// without a MCLK signal (like the UDA1334A).
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//
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// For an Arduino Zero / Feather M0 connect it to you I2S hardware as follows:
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// - Digital 0 -> I2S LRCLK / FS (left/right / frame select clock)
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// - Digital 1 -> I2S BCLK / SCLK (bit / serial clock)
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// - Digital 9 -> I2S DIN / SD (data output)
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// - Ground
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//
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// Released under a MIT license: https://opensource.org/licenses/MIT
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#include "Adafruit_ZeroI2S.h"
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#define SAMPLERATE_HZ 44100 // The sample rate of the audio. Higher sample rates have better fidelity,
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// but these tones are so simple it won't make a difference. 44.1khz is
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// standard CD quality sound.
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#define AMPLITUDE ((1<<29)-1) // Set the amplitude of generated waveforms. This controls how loud
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// the signals are, and can be any value from 0 to 2**31 - 1. Start with
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// a low value to prevent damaging speakers!
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#define WAV_SIZE 256 // The size of each generated waveform. The larger the size the higher
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// quality the signal. A size of 256 is more than enough for these simple
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// waveforms.
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// Define the frequency of music notes (from http://www.phy.mtu.edu/~suits/notefreqs.html):
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#define C4_HZ 261.63
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#define D4_HZ 293.66
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#define E4_HZ 329.63
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#define F4_HZ 349.23
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#define G4_HZ 392.00
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#define A4_HZ 440.00
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#define B4_HZ 493.88
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// Define a C-major scale to play all the notes up and down.
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float scale[] = { C4_HZ, D4_HZ, E4_HZ, F4_HZ, G4_HZ, A4_HZ, B4_HZ, A4_HZ, G4_HZ, F4_HZ, E4_HZ, D4_HZ, C4_HZ };
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// Store basic waveforms in memory.
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int32_t sine[WAV_SIZE] = {0};
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int32_t sawtooth[WAV_SIZE] = {0};
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int32_t triangle[WAV_SIZE] = {0};
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int32_t square[WAV_SIZE] = {0};
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// Create I2S audio transmitter object.
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Adafruit_ZeroI2S i2s;
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#define Serial Serial
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void generateSine(int32_t amplitude, int32_t* buffer, uint16_t length) {
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// Generate a sine wave signal with the provided amplitude and store it in
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// the provided buffer of size length.
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for (int i=0; i<length; ++i) {
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buffer[i] = int32_t(float(amplitude)*sin(2.0*PI*(1.0/length)*i));
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}
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}
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void generateSawtooth(int32_t amplitude, int32_t* buffer, uint16_t length) {
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// Generate a sawtooth signal that goes from -amplitude/2 to amplitude/2
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// and store it in the provided buffer of size length.
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float delta = float(amplitude)/float(length);
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for (int i=0; i<length; ++i) {
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buffer[i] = -(amplitude/2)+delta*i;
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}
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}
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void generateTriangle(int32_t amplitude, int32_t* buffer, uint16_t length) {
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// Generate a triangle wave signal with the provided amplitude and store it in
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// the provided buffer of size length.
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float delta = float(amplitude)/float(length);
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for (int i=0; i<length/2; ++i) {
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buffer[i] = -(amplitude/2)+delta*i;
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}
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for (int i=length/2; i<length; ++i) {
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buffer[i] = (amplitude/2)-delta*(i-length/2);
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}
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}
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void generateSquare(int32_t amplitude, int32_t* buffer, uint16_t length) {
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// Generate a square wave signal with the provided amplitude and store it in
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// the provided buffer of size length.
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for (int i=0; i<length/2; ++i) {
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buffer[i] = -(amplitude/2);
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}
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for (int i=length/2; i<length; ++i) {
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buffer[i] = (amplitude/2);
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}
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}
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void playWave(int32_t* buffer, uint16_t length, float frequency, float seconds) {
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// Play back the provided waveform buffer for the specified
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// amount of seconds.
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// First calculate how many samples need to play back to run
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// for the desired amount of seconds.
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uint32_t iterations = seconds*SAMPLERATE_HZ;
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// Then calculate the 'speed' at which we move through the wave
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// buffer based on the frequency of the tone being played.
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float delta = (frequency*length)/float(SAMPLERATE_HZ);
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// Now loop through all the samples and play them, calculating the
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// position within the wave buffer for each moment in time.
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for (uint32_t i=0; i<iterations; ++i) {
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uint16_t pos = uint32_t(i*delta) % length;
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int32_t sample = buffer[pos];
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// Duplicate the sample so it's sent to both the left and right channel.
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// It appears the order is right channel, left channel if you want to write
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// stereo sound.
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i2s.write(sample, sample);
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}
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}
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void setup() {
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// Configure serial port.
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Serial.begin(115200);
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Serial.println("Zero I2S Audio Tone Generator");
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// Initialize the I2S transmitter.
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if (!i2s.begin(I2S_32_BIT, SAMPLERATE_HZ)) {
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Serial.println("Failed to initialize I2S transmitter!");
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while (1);
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}
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i2s.enableTx();
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// Generate waveforms.
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generateSine(AMPLITUDE, sine, WAV_SIZE);
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generateSawtooth(AMPLITUDE, sawtooth, WAV_SIZE);
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generateTriangle(AMPLITUDE, triangle, WAV_SIZE);
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generateSquare(AMPLITUDE, square, WAV_SIZE);
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}
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void loop() {
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Serial.println("Sine wave");
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for (int i=0; i<sizeof(scale)/sizeof(float); ++i) {
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// Play the note for a quarter of a second.
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playWave(sine, WAV_SIZE, scale[i], 0.25);
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// Pause for a tenth of a second between notes.
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delay(100);
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}
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Serial.println("Sawtooth wave");
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for (int i=0; i<sizeof(scale)/sizeof(float); ++i) {
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// Play the note for a quarter of a second.
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playWave(sawtooth, WAV_SIZE, scale[i], 0.25);
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// Pause for a tenth of a second between notes.
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delay(100);
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}
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Serial.println("Triangle wave");
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for (int i=0; i<sizeof(scale)/sizeof(float); ++i) {
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// Play the note for a quarter of a second.
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playWave(triangle, WAV_SIZE, scale[i], 0.25);
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// Pause for a tenth of a second between notes.
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delay(100);
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}
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Serial.println("Square wave");
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for (int i=0; i<sizeof(scale)/sizeof(float); ++i) {
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// Play the note for a quarter of a second.
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playWave(square, WAV_SIZE, scale[i], 0.25);
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// Pause for a tenth of a second between notes.
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delay(100);
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}
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}
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11
FW/Leo_muziekdoos_fw/test/README
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11
FW/Leo_muziekdoos_fw/test/README
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This directory is intended for PlatformIO Unit Testing and project tests.
|
||||
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Unit Testing is a software testing method by which individual units of
|
||||
source code, sets of one or more MCU program modules together with associated
|
||||
control data, usage procedures, and operating procedures, are tested to
|
||||
determine whether they are fit for use. Unit testing finds problems early
|
||||
in the development cycle.
|
||||
|
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More information about PlatformIO Unit Testing:
|
||||
- https://docs.platformio.org/page/plus/unit-testing.html
|
||||
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