![]() ![]() ![]() My Audio track is set up as such: _buffSize = AudioTrack.getMinBufferSize(sampleRate, AudioFormat.CHANNEL_OUT_STEREO, AudioFormat.ENCODING_PCM_16BIT) Oddly enough, it seems as if changes to the slider is causing the sine wave to play through intervals in the harmonic series However, I can verify that the frequency variable is NOT snapping to integral multiples of the default frequency. Theoretically, I should be hearing changes as minute as 1Hz, but I'm not. When I adjust the slider, the frequency changes in steps, often as wide as fourths or fifths. The frequency variable does change, as do the intermediate values used during the buffer calculations in the tick() method (verified by Log.i()).įor some reason, I can't seem to get a continuous change in audible frequency. Despite the large buffer size (thanks android), the responsiveness is OK. The slider on the UI simply changes a variable in the worker thread, so that any changes to the frequency (via the slider) will be read by the worker thread's tick() method.Īlmost everything The threads communicate well, there don't seem to be any gaps or clicks in the playback. The reason I am using two threads is because audiotrack.write() blocks, and I want the worker thread to be able to begin processing its data as soon as possible (rather than waiting for the audio track to finish writing). Once the buffer is filled, it alerts the output thread that the data is ready to be written to the audio track. The worker thread simply fills a buffer with the sine wave data every time its tick() method is called. Right now, I'm just playing a sine-tone in real time, with a slider in the UI that changes the tone's frequency as the user adjusts it.īasically, I have two threads - a worker thread and an output thread. I'm building a simple android audio synthesizer. I usually like to find the answer myself (be it through research or trial-and-error), but I'm stumped here. Personally I would create this type of thing using an audio buffer and just write the waveform directly to the buffer then play it.First time poster here. Ideally you suspend the audio context and resume it as needed, in conjunction to using the gain control to start and stop the oscillator, as the audio context can sometimes be a little slow when suspending. An oscillator can not restart after it has been stopped.īut this is not the best either as the audio context can chew some serious power and CPU even when not playing sound (On some audio hardware). It is much more efficient to create one oscillator and change its frequency as needed and using timers to change the volume to start stop the sound. You will notice that there is a new oscillator created each time, and that the audio context's current time continues to tick. RandomNotes.volume = 0.8 // Increase the volume randomNotes.note = 12 // Add note A5 to the random set You can then set the volume in a more abstract way and add notes to the random set with ease. * Create and return the object that is the randomNote */ * Function to calculate frequency of a note starting at A4 and stepping semi tones*/Ĭonst freq = note => 2 ** (note / 12) * 440 // 440 is the frequency of A4Ĭonst randomNote = () => notes // the bitwise Or does the same as Math.floorĬonst notes = // Close to your 100, 400, 16 * Create the objects needed to play a tone */ stop oscillator x seconds after timestampĭon't mind the excessive commentation, I've only just started using JavaScript and don't trust myself to remember what every line of code does after a few days. start oscillator x seconds after timestamp set tone destination to go through volume set oscillator type (sine, square, sawtooth or triangle) create oscillator (tone) and gain (volume) node #ONLINE JAVA TONEGENERATOR TONES GENERATOR#This is my first step: the generator for the 'easy' difficulty (4 frequencies). The frequencies will be limited to those found on 31 band graphical equalisers, and I'll include multiple difficulties. The end-goal is an audio frequency trainer: the website plays an audio frequency and the user tries to guess which frequency it is. This is a random frequency audio generator made with the Web Audio API by Mozilla. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |