#include "ofApp.h"

//--------------------------------------------------------------
void ofApp::setup(){
	ofSetVerticalSync(true);
	ofSetFrameRate(60);
	
	sampleRate = 44100;
	wavePhase = 0;
	pulsePhase = 0;
	
	// start the sound stream with a sample rate of 44100 Hz, and a buffer
	// size of 512 samples per audioOut() call
	ofSoundStreamSetup(2, 0, sampleRate, 512, 3);
}

//--------------------------------------------------------------
void ofApp::update(){
	
	// "lastBuffer" is shared between update() and audioOut(), which are called
	// on two different threads. This lock makes sure we don't use lastBuffer
	// from both threads simultaneously (see the corresponding lock in audioOut())
	ofScopedLock lock(audioMutex);

	// this loop is building up a polyline representing the audio contained in
	// the left channel of the buffer
	
	// the x coordinates are evenly spaced on a grid from 0 to the window's width
	// the y coordinates map each audio sample's range (-1 to 1) to the height
	// of the window
	
	waveform.clear();
	for(int i = 0; i < lastBuffer.getNumFrames(); i++) {
		float sample = lastBuffer.getSample(i, 0);
		float x = ofMap(i, 0, lastBuffer.getNumFrames(), 0, ofGetWidth());
		float y = ofMap(sample, -1, 1, 0, ofGetHeight());
		waveform.addVertex(x, y);
	}
	
	rms = lastBuffer.getRMSAmplitude();
}

//--------------------------------------------------------------
void ofApp::draw(){
	ofBackground(ofColor::black);
	ofSetColor(ofColor::white);
	ofSetLineWidth(1 + (rms * 30.));
	waveform.draw();
}

//--------------------------------------------------------------
void ofApp::audioOut(ofSoundBuffer &outBuffer) {
	
	// base frequency of the lowest sine wave in cycles per second (hertz)
	float frequency = 172.5;
	
	// mapping frequencies from Hz into full oscillations of sin() (two pi)
	float wavePhaseStep = (frequency / sampleRate) * TWO_PI;
	float pulsePhaseStep = (0.5 / sampleRate) * TWO_PI;
	
	// this loop builds a buffer of audio containing 3 sine waves at different
	// frequencies, and pulses the volume of each sine wave individually. In
	// other words, 3 oscillators and 3 LFOs.
	
	for(int i = 0; i < outBuffer.getNumFrames(); i++) {
		
		// build up a chord out of sine waves at 3 different frequencies
		float sampleLow = sin(wavePhase);
		float sampleMid = sin(wavePhase * 1.5);
		float sampleHi = sin(wavePhase * 2.0);
		
		// pulse each sample's volume
		sampleLow *= sin(pulsePhase);
		sampleMid *= sin(pulsePhase * 1.04);
		sampleHi *= sin(pulsePhase * 1.09);
		
		float fullSample = (sampleLow + sampleMid + sampleHi);
		
		// reduce the full sample's volume so it doesn't exceed 1
		fullSample *= 0.3;
		
		// write the computed sample to the left and right channels
		outBuffer.getSample(i, 0) = fullSample;
		outBuffer.getSample(i, 1) = fullSample;
		
		// get the two phase variables ready for the next sample
		wavePhase += wavePhaseStep;
		pulsePhase += pulsePhaseStep;
	}
	
	ofScopedLock lock(audioMutex);
	lastBuffer = outBuffer;
}

//--------------------------------------------------------------
void ofApp::keyPressed(int key){

}

//--------------------------------------------------------------
void ofApp::keyReleased(int key){

}

//--------------------------------------------------------------
void ofApp::mouseMoved(int x, int y ){

}

//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button){

}

//--------------------------------------------------------------
void ofApp::mousePressed(int x, int y, int button){

}

//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button){

}

//--------------------------------------------------------------
void ofApp::windowResized(int w, int h){

}

//--------------------------------------------------------------
void ofApp::gotMessage(ofMessage msg){

}

//--------------------------------------------------------------
void ofApp::dragEvent(ofDragInfo dragInfo){ 

}
