Iain Nash
Created March 5, 2019

PulseAlign Listen to your heart pulse

Be more in touch with your heart pulse for meditation, health, and connection. Listen to your pulse through headphones from an earlobe clip.

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Things used in this project

Hardware components

Spresense boards (main & extension)
Sony Spresense boards (main & extension)
×1
Seeed Studio SeedStudio Heart Rate Clip Sensor
×1

Software apps and online services

Arduino IDE
Arduino IDE

Story

Read more

Schematics

Schematic for Spresense Board

Code

heart_rate_player.ino

C/C++
Sony Spreesense Heart Rate Player Code
/*
 *  player.ino - Simple sound player example application
 *  Copyright 2018 Sony Semiconductor Solutions Corporation
 *
 *  This library is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU Lesser General Public
 *  License as published by the Free Software Foundation; either
 *  version 2.1 of the License, or (at your option) any later version.
 *
 *  This library is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 *  Lesser General Public License for more details.
 *
 *  You should have received a copy of the GNU Lesser General Public
 *  License along with this library; if not, write to the Free Software
 *  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 */

#include <SDHCI.h>
#include <Audio.h>

SDClass theSD;
AudioClass *theAudio;

File myFile;

#define MP3HEADER_OFFSET 

bool ErrEnd = false;

/**
 * @brief Audio attention callback
 *
 * When audio internal error occurc, this function will be called back.
 */

static void audio_attention_cb(const ErrorAttentionParam *atprm)
{
  puts("Attention!");
  
  if (atprm->error_code >= AS_ATTENTION_CODE_WARNING)
    {
      ErrEnd = true;
   }
}



class HeartRate {
  private:
    const int max_heartpulse_duty = 2000;
    bool data_effect = true;
    unsigned char counter;
    unsigned long temp[21];
    unsigned long sub;
  public:
    unsigned int heart_rate = 80;
    boolean debug;

    unsigned int getRate() {
      return heart_rate;
    }

    void sum() {
      if (data_effect) {
        heart_rate = 1200000 / (temp[20] - temp[0]); // 60 * 20 * 1000 / 20_total_time;
        printf("Has heat rate %d\n", heart_rate);
      }
      data_effect = 1;
    }

    void interrupt() {
      temp[counter] = millis();
      if (counter == 0) {
        sub = temp[counter] - temp[20];
      } else {
        sub = temp[counter] - temp[counter - 1];
      }
      if (sub > max_heartpulse_duty) {
        data_effect = 0;
        counter = 0;
        arrayInit();
      }
      if (counter == 20 && data_effect) {
        counter = 0;
        sum();
      } else if (counter != 20 && data_effect) {
        counter += 1;
      } else {
        counter = 0;
        data_effect = 1;
      }
    }

    void arrayInit() {
      for (unsigned char i = 0; i < 20; i++) {
        temp[i] = 0;
      }
      temp[20] = millis();
    }


    int started = 0;

    void initPlaying() {
      started = millis();
    }

    bool hasBeat() {
      // beats/minute * 1/beats_minute*60/1000 = beat_minute*1000
      printf("HR: %d", getRate());
      if (millis() - started > getRate() * 16) {
        started = millis();
        puts("restarting -- beat");
        return true;
      }
      return false;
    }

    boolean lastSeen = true;
    void updateState(boolean state) {
      if (state != lastSeen) {
        if (!lastSeen && state) {
          printf("HR SEEN %d\n", getRate());
          interrupt();
        }
        lastSeen = state;
      }
    }  
};

HeartRate r1;


void setup() {
  // start audio system
  theAudio = AudioClass::getInstance();

  theAudio->begin(audio_attention_cb);

  /* Set clock mode to normal */
  theAudio->setRenderingClockMode(AS_CLKMODE_NORMAL);
  theAudio->setPlayerMode(AS_SETPLAYER_OUTPUTDEVICE_SPHP, AS_SP_DRV_MODE_LINEOUT);
  err_t err = theAudio->initPlayer(AudioClass::Player0, AS_CODECTYPE_MP3, "/mnt/sd0/BIN", AS_SAMPLINGRATE_AUTO, AS_CHANNEL_STEREO);

  /* Verify player initialize */
  if (err != AUDIOLIB_ECODE_OK) {
      printf("Player0 initialize error\n");
      exit(1);
    }

  /* Open file placed on SD card */
  myFile = theSD.open("/BIN/shm.mp3");

  /* Verify file open */
  if (!myFile) {
      printf("File open error\n");
      exit(1);
    }
  printf("Open! %d\n",myFile);

  myFile.seek(0);

  /* Send first frames to be decoded */
  err = theAudio->writeFrames(AudioClass::Player0, myFile);

  if ((err != AUDIOLIB_ECODE_OK) && (err != AUDIOLIB_ECODE_FILEEND)) {
      printf("File Read Error! =%d\n",err);
      myFile.close();
      exit(1);
    }

  puts("Play!");

  // Setup HR PinMode
  pinMode(3, INPUT);

  /* Main volume set to -16.0 dB */
  theAudio->setVolume(-160);
  theAudio->startPlayer(AudioClass::Player0);

  r1.arrayInit();
  r1.initPlaying();

  pinMode(LED0, OUTPUT);
  pinMode(LED1, OUTPUT);
  pinMode(LED2, OUTPUT);
  pinMode(LED3, OUTPUT);
  
}

int lastMillis = 0;
void loop() {
  r1.updateState(digitalRead(3));
  digitalWrite(LED0, digitalRead(3));
  digitalWrite(LED1, !digitalRead(3));
  puts(digitalRead(3) ? "HasHR": "NoHR");
  if (r1.hasBeat()) {
    digitalWrite(LED2, HIGH);
    digitalWrite(LED3, LOW);
    myFile.seek(44);
    lastMillis = millis();
  } else {
    digitalWrite(LED2, LOW);
    digitalWrite(LED3, HIGH);
  }
  

  int err = theAudio->writeFrames(AudioClass::Player0, myFile);

  //  Tell when player file ends
  if (err == AUDIOLIB_ECODE_FILEEND) {
     myFile.seek(44);
  }
/*

  // Show error code from player and stop
  if (err != AUDIOLIB_ECODE_FILEEND) {
      printf("Main player error code: %d\n", err);
      goto stop_player;
    }

  if (ErrEnd) {
      printf("Error End\n");
      goto stop_player;
    }
*/

  /* This sleep is adjusted by the time to read the audio stream file.
     Please adjust in according with the processing contents
     being processed at the same time by Application.
  */

  usleep(40000);


  /* Don't go further and continue play */
  return;

stop_player:
  sleep(1);
  theAudio->stopPlayer(AudioClass::Player0);
  myFile.close();
  exit(1);
}

Credits

Iain Nash

Iain Nash

3 projects • 0 followers

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