!! This is a work in progress !!
This is an audio engine, inspired by the Web Audio API.
More examples can be found here
Create an engine
rust
use rawdio::{create_engine, Level, Oscillator, Node};
let sample_rate = 44_100;
let (mut context, mut process) = create_engine(sample_rate);
Create an oscillator
rust
let frequency = 440.0;
let mut oscillator = Oscillator::new(context.get_command_queue(), frequency);
Set the gain on the oscillator
rust
let gain = Level::from_db(-3.0);
oscillator
.gain
.set_value_at_time(gain.as_gain(), Timestamp::zero());
Connect to output
rust
oscillator.connect_to_output();
Start the context
rust
context.start();
Run the process to get samples. This will vary depending on whether you wish to run the engine in realtime (e.g. using CPAL) or offline (e.g. to a file). The engine doesn't make any assumptions, and will simply wait to be asked to process.
All audio buffers are assumed to be non-interleaved. So if the audio that comes from your soundcard is interleaved, it will need to be de-interleaved first.
rust
let output_buffer = /*create an audio buffer (see `OwnedAudioBuffer`) or use the one supplied by your audio device in its callback*/
process.process (&mut output_buffer);
sh
cargo run --example [example_name] [example_args]
sh
cargo test
sh
cargo bench