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Arduino Audio Tools

Some basic header-only C++ classes that can be used for Audio Processing provided as Arduino and cmake C++ Library:

This functionality provides the glue which makes different audio processing components and libraries work together. We also provide plenty of examples that demonstrate how to implement the different scenarios. The design philosophy is based on the Arduino conventions: we use the begin() and end() methods to start and stop the processing and we propagate the use of Streams. We all know the Arduino Streams: We usually use them to write out print messages and sometimes we use them to read the output from Serial devices. The same thing applies to “Audio Streams”: You can read audio data from “Audio Sources” and you write them to “Audio Sinks”.

As “Audio Sources” we will have e.g.:

As “Audio Sinks” we will have e.g:

Examples

Here is an simple example which streams a file from the Flash Memory and writes it to I2S:

#include "AudioTools.h"
#include "StarWars30.h"

uint8_t channels = 2;
uint16_t sample_rate = 22050;

MemoryStream music(StarWars30_raw, StarWars30_raw_len);
I2SStream i2s;  // Output to I2S
StreamCopy copier(i2s, music); // copies sound into i2s

void setup(){
    Serial.begin(115200);

    auto config = i2s.defaultConfig(TX_MODE);
    config.sample_rate = sample_rate;
    config.channels = channels;
    config.bits_per_sample = 16;
    i2s.begin(config);
}

void loop(){
    copier.copy();
}

Each stream has it's own configuration object that should be passed to the begin method. The defaultConfig() method is providing a default proposal which will usually "just work". Please consult the class documentation for the available configuration parameters. You can also easily adapt any provided examples: If you e.g. replace the I2SStream with the AnalogAudioStream class, you will get analog instead of digital output.

I suggest you continue to read the more detailed introduction.

Further examples can be found in the Wiki.

Dependent on the example you might need to install some addional libaries

AudioPlayer

The library also provides a versatile AudioPlayer. Further information can be found in the Wiki

Logging

The application uses a built in logger (see AudioLogger.h and AudioConfig.h). You can e.g. deactivate the logging by changing USE_AUDIO_LOGGING to false in the AudioConfig.h:

#define USE_AUDIO_LOGGING false
#define LOG_LEVEL AudioLogger::Warning
#define LOG_STREAM Serial

Per default we use the log level warning and the logging output is going to Serial. You can also change this in your sketch by calling AudioLogger begin with the output stream and the log level e.g:

AudioLogger::instance().begin(Serial, AudioLogger::Debug);

Show and Tell

Get some inspiration from projects that were using this library or share your projects with the community.

Documentation

Please use this before you raise any issue or start a discussion!

Installation in Arduino

You can download the library as zip and call include Library -> zip library. Or you can git clone this project into the Arduino libraries folder e.g. with

cd  ~/Documents/Arduino/libraries
git clone pschatzmann/arduino-audio-tools.git

I recommend to use git because you can easily update to the latest version just by executing the git pull command in the project folder. If you want to use the library in PlatformIO, you can find a detailed description in the Wiki.

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Arduino Audio Tools (forked for ESP32C3 compatibility)

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