arduino-audio-tools/group__buffers.html

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<div class="title">Buffers<div class="ingroups"><a class="el" href="group__main.html">Arduino Audio Tools</a> &raquo; <a class="el" href="group__tools.html">Tools</a></div></div> </div>
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<p>Different Buffer Implementations.
<a href="#details">More...</a></p>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_base_buffer.html">BaseBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shared functionality of all buffers. <a href="classaudio__tools_1_1_base_buffer.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_buffered_array.html">BufferedArray&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class which is usfull ot provide incremental data access e.g. for EdgeImpulse which request data with an offset and length starting from 0 up to the buffer length, restarting at 0 again. <a href="classaudio__tools_1_1_buffered_array.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_buffer_r_t_o_s.html">BufferRTOS&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buffer implementation which is using a FreeRTOS StreamBuffer. The default allocator uses psram is available. <a href="classaudio__tools_1_1_buffer_r_t_o_s.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_n_buffer.html">NBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A lock free N buffer. If count=2 we create a DoubleBuffer, if count=3 a TripleBuffer etc. <a href="classaudio__tools_1_1_n_buffer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_ring_buffer.html">RingBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Implements a typed Ringbuffer. <a href="classaudio__tools_1_1_ring_buffer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_ring_buffer_file.html">RingBufferFile&lt; File, T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">An <a class="el" href="classaudio__tools_1_1_file.html" title="Arduino File support using std::fstream.">File</a> backed Ring Buffer that we can use to receive streaming audio. We expect an open p_file as parameter. <a href="classaudio__tools_1_1_ring_buffer_file.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_single_buffer.html">SingleBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A simple Buffer implementation which just uses a (dynamically sized) array. <a href="classaudio__tools_1_1_single_buffer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_synchronized_buffer.html">SynchronizedBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Wrapper class that can turn any Buffer into a thread save implementation. <a href="classaudio__tools_1_1_synchronized_buffer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_synchronized_n_buffer.html">SynchronizedNBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classaudio__tools_1_1_n_buffer.html" title="A lock free N buffer. If count=2 we create a DoubleBuffer, if count=3 a TripleBuffer etc.">NBuffer</a> which uses some RTOS queues to manage the available and filled buffers. <a href="classaudio__tools_1_1_synchronized_n_buffer.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_variable_speed_ring_buffer.html">VariableSpeedRingBuffer&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Optimized Buffer implementation for Pitch Shift. We try to interpolate the samples and restore the phase when the read pointer and write pointer overtake each other. <a href="classaudio__tools_1_1_variable_speed_ring_buffer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_variable_speed_ring_buffer180.html">VariableSpeedRingBuffer180&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Varialbe speed ring buffer where we read with 0 and 180 degree and blend the result to prevent overrun artifacts. See <a href="https://github.com/YetAnotherElectronicsChannel/STM32_DSP_PitchShift">https://github.com/YetAnotherElectronicsChannel/STM32_DSP_PitchShift</a>. <a href="classaudio__tools_1_1_variable_speed_ring_buffer180.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classaudio__tools_1_1_variable_speed_ring_buffer_simple.html">VariableSpeedRingBufferSimple&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Very Simple Buffer implementation for Pitch Shift. We write in constant speed, but reading can be done in a variable speed. We will hear some noise when the buffer read and write pointers overrun each other. <a href="classaudio__tools_1_1_variable_speed_ring_buffer_simple.html#details">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>Different Buffer Implementations. </p>
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