\r
#include "AudioInput.h"\r
\r
-/* Project Tags, for reading out using the ButtLoad project */\r
-BUTTLOADTAG(ProjName, "LUFA AudioIn App");\r
-BUTTLOADTAG(BuildTime, __TIME__);\r
-BUTTLOADTAG(BuildDate, __DATE__);\r
-BUTTLOADTAG(LUFAVersion, "LUFA V" LUFA_VERSION_STRING);\r
-\r
/* Scheduler Task List */\r
TASK_LIST\r
{\r
{\r
uint16_t wValue = Endpoint_Read_Word_LE();\r
\r
- Endpoint_ClearSetupReceived();\r
+ Endpoint_ClearControlSETUP();\r
\r
/* Check if the host is enabling the audio interface (setting AlternateSetting to 1) */\r
if (wValue)\r
}\r
\r
/* Acknowledge status stage */\r
- while (!(Endpoint_IsSetupINReady()));\r
- Endpoint_ClearSetupIN();\r
+ while (!(Endpoint_IsINReady()));\r
+ Endpoint_ClearControlIN();\r
}\r
\r
break;\r
/* Select the audio stream endpoint */\r
Endpoint_SelectEndpoint(AUDIO_STREAM_EPNUM);\r
\r
- /* Check if the current endpoint can be read from (contains a packet) and that the next sample should be stored */\r
- if (Endpoint_ReadWriteAllowed() && (TIFR0 & (1 << OCF0A)))\r
+ /* Check if the current endpoint can be written to and that the next sample should be stored */\r
+ if (Endpoint_IsINReady() && (TIFR0 & (1 << OCF0A)))\r
{\r
/* Clear the sample reload timer */\r
TIFR0 |= (1 << OCF0A);\r
Endpoint_Write_Word_LE(AudioSample);\r
\r
/* Check to see if the bank is now full */\r
- if (!(Endpoint_ReadWriteAllowed()))\r
+ if (!(Endpoint_IsReadWriteAllowed()))\r
{\r
/* Send the full packet to the host */\r
- Endpoint_ClearCurrentBank();\r
+ Endpoint_ClearIN();\r
}\r
}\r
}\r