Difference between revisions of "SoundData:setSample"

m (Example: Generate notes with a sine wave: rephrase comment bit)
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=== Arguments ===
 
=== Arguments ===
 
{{param|number|i|An integer value specifying the position of the sample (starting at 0).}}
 
{{param|number|i|An integer value specifying the position of the sample (starting at 0).}}
{{param|number|channel|The index of the channel to set within the given sample.}}
+
{{param|number|channel|The index of the channel to set within the given sample (starting at 1). For stereo, 1 is left channel and 2 is right channel.}}
 
{{param|number|sample|The normalized samplepoint (range -1.0 to 1.0).}}
 
{{param|number|sample|The normalized samplepoint (range -1.0 to 1.0).}}
 
=== Returns ===
 
=== Returns ===

Latest revision as of 13:47, 19 March 2022

Sets the value of the sample-point at the specified position. For stereo SoundData objects, the data from the left and right channels are interleaved in that order.

Function

Synopsis

SoundData:setSample( i, sample )

Arguments

number i
An integer value specifying the position of the sample (starting at 0).
number sample
The normalized samplepoint (range -1.0 to 1.0).

Returns

Nothing.

Function

Available since LÖVE 11.0
This variant is not supported in earlier versions.

Sets the value of a sample using an explicit sample index instead of interleaving them in the sample position parameter.

Synopsis

SoundData:setSample( i, channel, sample )

Arguments

number i
An integer value specifying the position of the sample (starting at 0).
number channel
The index of the channel to set within the given sample (starting at 1). For stereo, 1 is left channel and 2 is right channel.
number sample
The normalized samplepoint (range -1.0 to 1.0).

Returns

Nothing.

Example: Generate notes with a sine wave

local tau          =   math.pi * 2
local samplerate   =         44100 -- Hz
local bits         =            16 -- 8 bits results in very low quality sound
local channels     =             2 -- löve only supports mono or stereo
local buffercount  =             2 -- don't need too many buffers
local qsource      = love.audio.newQueueableSource(samplerate, bits, channels, buffercount)
local samplepoints = samplerate/10 -- how many numbers does one buffer hold
local buffer       = love.sound.newSoundData(samplepoints, samplerate, bits, channels)
local phase        =           0.0
local frequency    =        220.00 -- Hz
local amplitude    =           0.5 -- 50%


local function synth()
    phase = phase + (tau * frequency / samplerate)
    return math.sin(phase) * amplitude
end

function love.update(dt)
    while qsource:getFreeBufferCount() > 0 do
        for i = 0, samplepoints - 1 do
            buffer:setSample(i, synth())
        end
        qsource:queue(buffer)
        qsource:play()
    end
end

function love.keypressed(key)
    if key == 'k' then
        frequency = frequency * 2^(1/12)
    elseif key == 'j' then
        frequency = frequency * 2^(-1/12)
    end
end

See Also


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