// Playing a digital WAV recording repeatedly at different play-back speeds // using the XTronical DAC Audio library // plays first at normal speed, then fast, then slow and then repeats // See www.xtronical.com for write ups on sound, the hardware required and how to make // the wav files and include them in your code #include "SoundData.h"; #include "XT_DAC_Audio.h"; #define NORMAL_SPEED 1 // These are the playback speeds, change to #define FAST_SPEED 1.5 // see the effect on the sound sample. 1 is default speed #define SLOW_SPEED 0.75 // >1 faster, <1 slower, 2 would be twice as fast, 0.5 half as fast XT_DAC_Audio_Class DacAudio(25,0); // Create the main player class object. // Use GPIO 25, one of the 2 DAC pins and timer 0 XT_Wav_Class WarOfWorlds(WarOfWorldsWav); // create an object of type XT_Wav_Class that is used by // the dac audio class (above), passing wav data as parameter. // SpeedArray contains the order in which the code will playback the sample at the designated speeds float SpeedArray[]={NORMAL_SPEED,FAST_SPEED,SLOW_SPEED}; uint8_t NoOfSpeeds=3; // Number of difference speeds in the Speed array above uint8_t SpeedIdx=0; // In effect when the checks in the main loop are made this will increment to 0 void setup() { delay(1); // Allow system to settle, otherwise garbage can play for first second } void loop() { DacAudio.FillBuffer(); // Fill the sound buffer with data, required once in your main loop // Has it completed? if(WarOfWorlds.Playing==false) { // Not Playing, check if played last speed, if so reset SpeedIdx back to 0 if(SpeedIdx==NoOfSpeeds) SpeedIdx=0; WarOfWorlds.Speed=SpeedArray[SpeedIdx]; DacAudio.Play(&WarOfWorlds); // Set to play initially at normal speed SpeedIdx++; // Move to next position, ready for when this sample has completed } }