I'm having some trouble with generating a sound with a specific frequency. I've set up my app so you can slide back and forth on a seekbar to select a specific frequency, which the app should then use to generate a tone.
I'm currently getting a tone just fine, but it's a complete different frequency than the one you set it to. (and I know that the problem is not passing the value from the seekbar to the "tone generating process", so it must be the way I generate the tone.)
What's wrong with this code? Thanks
private final int duration = 3; // seconds
private final int sampleRate = 8000;
private final int numSamples = duration * sampleRate;
private final double sample[] = new double[numSamples];
double dbFreq = 0; // I assign the frequency to this double
private final byte generatedSnd[] = new byte[2 * numSamples];
...
void genTone(double dbFreq){
// fill out the array
for (int i = 0; i < numSamples; ++i) {
sample[i] = Math.sin(2 * Math.PI * i / (sampleRate/dbFreq));
}
// convert to 16 bit pcm sound array
// assumes the sample buffer is normalised.
int idx = 0;
for (final double dVal : sample) {
// scale to maximum amplitude
final short val = (short) ((dVal * 32767));
// in 16 bit wav PCM, first byte is the low order byte
generatedSnd[idx++] = (byte) (val & 0x00ff);
generatedSnd[idx++] = (byte) ((val & 0xff00) >>> 8);
}
}
void playSound(){
final AudioTrack audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
sampleRate, AudioFormat.CHANNEL_CONFIGURATION_MONO,
AudioFormat.ENCODING_PCM_16BIT, numSamples,
AudioTrack.MODE_STATIC);
audioTrack.write(generatedSnd, 0, generatedSnd.length);
audioTrack.play();
}