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  1. So, is that digital or analog? It's a definition...

    So, is that digital or analog?

    And, let us know your opinion, what does (sensorPin == LOW) mean?
    And what is LOW + HIGH? ;)
    And what is (LOW == HIGH) ?[/QUOTE]

    So, is that digital or analog?...
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    Note that dynamic audio connection for the Teensy...

    Note that dynamic audio connection for the Teensy 3.x is available in PR#642
  3. True, but if USB_SERIAL "wins" then you don't...

    True, but if USB_SERIAL "wins" then you don't have an audio interface, which will clobber stuff!

    Just out of interest I had another play with the TeensyDebug add-on, having failed to get it to...
  4. Repeat disclaimer: I Am Not A PlatformIO User!...

    Repeat disclaimer: I Am Not A PlatformIO User! However...

    Looking at the line "; See https://github.com/platformio/platform-teensy/issues/65", I did, and it may be you have to put back the...
  5. Ah, OK, I understand. I don't use PlatformIO...

    Ah, OK, I understand. I don't use PlatformIO myself, so if that's anything to do with your problem I can't help...

    As far as I can tell from other semi-related work, there are no problems caused...
  6. Works fine for me here, having transposed it to...

    Works fine for me here, having transposed it to the Arduino IDE. I had to

    enable instantiation of the SOARaudio class in setup()
    change from WM8731 to SGTL5000 because that's what I've got
    ...
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    This thread...

    This thread may be of relevance. Can't tell, no code provided...
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    This was still annoying me, so I had a crack at...

    This was still annoying me, so I had a crack at it. Turns out to be a mis-application of the idea mooted by Paul in...
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    Bug with AudioOutputSPDIF3

    Hi folks

    Been chasing this one for a while, and have got somewhere, though I don't understand the hardware interactions well enough to make a stab at fixing the code :(

    Here's a sketch that...
  10. Agree, pretty sure I've seen this happen with...

    Agree, pretty sure I've seen this happen with AudioEffectDelayExternal. @MarkT, is there an "opportunity" here for a cheap high-pass filter audio block? i.e., one that doesn't use much CPU, isn't...
  11. I've just realised that when live-editing an...

    I've just realised that when live-editing an AudioEffectDelayExt object, e.g. changing the maxDelay[ms] parameter, GUI++ will need to destroy and re-create it, in a similar manner to what happens...
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    I've had a bit of a play, and you can find the...

    I've had a bit of a play, and you can find the result in a branch in my fork of your code. It's possibly not worthy of a PR, as I've only really improved on Export2/Class; the result for...
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    That's great - seems to be working fine for me! ...

    That's great - seems to be working fine for me!

    What's the best set of .js files for me to tinker with in order to try to make this work for C++ export as well as OSC? Looks like you have Export...
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    SCK? Pin 13

    SCK? Pin 13
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    That’s great: please do simplify the...

    That’s great: please do simplify the makeConstructor approach as you say - easier to maintain! I’ll change my custom object to suit. Do you agree it can also be used for mixers? Should allow you to...
  16. I've just pushed an update to the OSCAudio...

    I've just pushed an update to the OSCAudio repository, which allows for easier maintenance of objects which need constructors with parameters. At the moment this applies to the AudioMixer and...
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    Just done a PR with speculative code to allow...

    Just done a PR with speculative code to allow custom nodes to add extra parameters to the OSC message at creation time. I haven't implemented that for the audio mixers, but if we did, it would...
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    Ah, that would be it - last time I was adding...

    Ah, that would be it - last time I was adding node types, I could use my own (online) name...
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    Is the Node Definitions Manager broken at the...

    Is the Node Definitions Manager broken at the moment? I don't seem to be able to add a new node type to my group...

    This may be academic, as it's a new implementation of AudioEffectDelayExternal I...
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    Oh life is bigger It's bigger than you And you...

    Oh life is bigger
    It's bigger than you
    And you are not me
    The lengths that I will go to

    R.E.M. "Losing My Religion"

    "Life? Don't talk to me about life."

    Marvin the Paranoid Android "The...
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    This is a very interesting post, Paul! The...

    This is a very interesting post, Paul!

    The Teensy community seems to have a huge spectrum of users, from hobbyists to professionals, beginners to experienced, and those with a plan to those just...
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    Can I point out that you need to change the...

    Can I point out that you need to change the memory amount to 4194304, as the AudioEffectDelayExternal code works in samples, not bytes.
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    That’s still Flash - for audio delay you need RAM

    That’s still Flash - for audio delay you need RAM
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    Um. The part number and link appear to be...

    Um. The part number and link appear to be different … the link is to a Flash memory, not RAM, so not directly relevant to this thread, though you may be able to use it for other purposes - it looks...
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    I've made a static library version of the update,...

    I've made a static library version of the update, and opened PR#433 in the repo, so everyone can share the joy. If you want to to be an early adopter, my branch can be found here. You only need the...
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    The SPI code was already there for the 23LC1024,...

    The SPI code was already there for the 23LC1024, so I just checked the datasheets to ensure that single-wire mode was valid for the QSPI PSRAM, and the [used subset of the] command set was the same....
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    Yup. The same QSPI RAM that you add for 8 or 16MB...

    Yup. The same QSPI RAM that you add for 8 or 16MB on T4.1 will work on the audio adaptor, though being clocked slower and using single-bit interface the one on the adaptor gives a higher CPU overhead.
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    v0.10-alpha of the dynamic audio library...

    v0.10-alpha of the dynamic audio library now implements options for an 8MB PSRAM fitted to the audio adaptor, and / or direct use of EXTMEM and / or heap. Rather than pass in pointers, I've...
  29. I've just released v0.10-alpha of the audio...

    I've just released v0.10-alpha of the audio library, which is a first try at making AudioEffectDelayExternal properly compatible with the other dynamic objects: previously it would have leaked delay...
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    Funnily enough I just started looking at this...

    Funnily enough I just started looking at this yesterday, as part of the dynamic audio objects development. It was mainly to do with being able to re-allocate the external memory when...
  31. This thread reminded me I was going to implement...

    This thread reminded me I was going to implement a non-real-time audio plotter. I've done it now, see https://forum.pjrc.com/threads/69900-Non-realtime-audio-debugging for my post, which you may find...
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    Non-realtime audio debugging

    Hi folks. Here's a sketch I'd been meaning to circle back to at some time ... and the time is now.

    An oscilloscope is massively useful for debugging some audio issues, but not everyone will have...
  33. Great, seems to work for me. I've done a PR which...

    Great, seems to work for me. I've done a PR which restores the ability to export OSC-based classes, seems to be back to where it was before. See PR comment for why the fix was needed...

    Note that...
  34. Apologies, been offline with other stuff for a...

    Apologies, been offline with other stuff for a while - it's not that I've lost interest, far from it!

    I've been having a few issues with the editor, too. Here's the design:
    ...
  35. Just a thought … you’re apparently using element...

    Just a thought … you’re apparently using element 7 of midilist[7], but this doesn’t exist, the elements are indexed 0 to 6.
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    I've found a problem with the updated Teensy 4.x...

    I've found a problem with the updated Teensy 4.x AudioInputAnalog. Not 100% sure how easy it is to provoke in Real Life, but here's a sketch which does it reliably for me, which if it works for you...
  37. I would indeed believe that ... and that you then...

    I would indeed believe that ... and that you then got "distracted" :) something about having a business to run so people can eat? No worries at this end, right is better than rushed any day...
    ...
  38. Where does the time go, indeed :) Though we're...

    Where does the time go, indeed :) Though we're not yet in November (or indeed even in April, which my UK brain keeps reading as the OP date!).

    True, the dynamic library isn't for everyone, though...
  39. So far the Dynamic Audio Objects are only...

    So far the Dynamic Audio Objects are only available in a branch of a fork I made of the Audio library, along with some associated modifications to the Teensy 3 and 4 cores. You need both to have...
  40. I've tried to add OSC extensions in a manner as...

    I've tried to add OSC extensions in a manner as similar as possible to the existing Audio library, and make essentially no changes to the Audio library API itself (apart from the ability to destroy...
  41. In actual OSCAudio news, I've just pushed an...

    In actual OSCAudio news, I've just pushed an update (a1bff434) which implements the USB I/O objects with OSCAudio capability. Missed them because they're defined in cores, not the Audio library. Not...
  42. Breaking News ... the latest push to my...

    Breaking News ... the latest push to my development branch (same as above) compiles and doesn't crash the Teensy, though I've not tested generating audio or destroying the classes as yet. I've only...
  43. Yes, it's not easy to follow! And I'm not 100%...

    Yes, it's not easy to follow! And I'm not 100% sure which parts might be original NodeRED code that's best left untouched. I've made some progress and pushed it up to the development branch on my...
  44. I'm having a play with exporting an...

    I'm having a play with exporting an OSCAudio-capable design to C++ classes. It's going to be slow because my Javascript is pretty much non-existent and I'm totally unfamiliar with the data structures...
  45. It's definitely a challenge - not sure how much...

    It's definitely a challenge - not sure how much help I can be, but here are some thoughts.

    As a general principle, I've found it very error-prone to store duplicates of information, unless the...
  46. I wanted them to look that up for themselves ;)...

    I wanted them to look that up for themselves ;) ... you learn so much more that way (generally by finding stuff you weren't looking for).

    MIT App Inventor sounds interesting, I'll take a look at...
  47. See https://www.pjrc.com/teensy/td_pulse.html....

    See https://www.pjrc.com/teensy/td_pulse.html. Analogue outputs aren’t really analogue… your LEDs don’t really dim, they’re just bright for less of the time, which looks dim.

    Please read the...
  48. // works given n, or NULL terminated with large...

    // works given n, or NULL terminated with large n,
    // for any length of number (that fits an int!)
    int getNdigitInt(char* buf, int n)
    {
    int value = 0;
    while (n-- && *buf)
    value...
  49. I can see two (one of them repeated): you say...

    I can see two (one of them repeated):

    you say "I have problems", but you don't tell us what they are
    this code (which is in there twice. Pro tip - don't do this: write a function and call that...
  50. I've done a minor update to the OSCAudio library,...

    I've done a minor update to the OSCAudio library, to go with v0.9-alpha of the Audio library. This adds a "soft knee" option to the multi-width mixers, so if you get close to or exceed the dynamic...
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