Sandro
Well-known member
Hi all; using Teensy 3.2 and some and piezo sensors I built a nice drum pad (with touch sensitivity, dalay, filering, ..); now I'd like to improve the machine with more sounds, but of course inner memory is not big enough. I can actually store 8 samples, and the room is over. My code is based on SamplePlayer example (I paste it here just for our convenience):
My idea is to store multiple audio files into an SD card and pull audio files into flash memory when required.. Is it possible? I prefer to keep audio files in memory for playing multiple sounds without problems..
Thanks a lot!
Code:
#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);
}
}
My idea is to store multiple audio files into an SD card and pull audio files into flash memory when required.. Is it possible? I prefer to keep audio files in memory for playing multiple sounds without problems..
Thanks a lot!