Bela
Real-time, ultra-low-latency audio and sensor processing system for BeagleBone Black
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This sketch is the hello world of embedded interactive audio. Better known as bleep, it produces a sine tone.
The frequency of the sine tone is determined by a global variable, gFrequency
. The sine tone is produced by incrementing the phase of a sin function on every audio frame.
In render() you'll see a nested for loop structure. You'll see this in all Bela projects. The first for loop cycles through 'audioFrames', the second through 'audioChannels' (in this case left 0 and right 1). It is good to familiarise yourself with this structure as it's fundamental to producing sound with the system.