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As with the USB output - which allows either a wet or dry signal - this adds USB audio input, and allows it to be mixed in either at the beginning or the end of the effect chain. At the beginning of the effect chain, it gets mixed in together with the incoming guitar signal, and the combined signal will be affected by the enabled effects. Alternatively, you can mix it in at the end of the effect chain, and the USB audio basically just acts as accompaniment to the modified guitar signal. From some testing, the compressor and - surprisingly - the pitch shifter works pretty well for random background audio. The USB descriptors and callback code are all done by AI again. I really don't want to deal with that craziness. There may be better ways to handle it. Signed-off-by: Linus Torvalds <torvalds@linux-foundation.org>
16 lines
289 B
C
16 lines
289 B
C
#ifndef USB_AUDIO_H
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#define USB_AUDIO_H
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#include <stdint.h>
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int init_usb(void);
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void usb_audio_task(void);
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// Provide access to the output buffer
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unsigned get_audio_samples(int32_t *buffer, unsigned nr);
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// Read one sample from USB audio input
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float get_usb_audio_input(void);
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#endif
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