I keep getting the following log:
file: lab1.v
if (in1 == 1)
|
ncvlog: *E,EXPLPA (lab1.v,25|1): expecting a left parenthesis ('(') [12.1.3.3(IEEE 2001)].
(#1 y = 1'b1;
|
ncvlog: *E,EXPENM (lab1.v,26|1): expecting the keyword 'endmodule' [12.1(IEEE)].
module worklib.ex1:v
errors: 2, warnings: 0
ncvlog: *F,NOTOPL: no top-level unit found, must have recursive instances.
irun: *E,VLGERR: An error occurred during parsing. Review the log file for errors with the code *E and fix those identified problems to proceed. Exiting with code (status 2).
for the following code:
module ex1 (in1, in2 ,clk , out1 , out2, bus);
//input&outputs
//==============
input in1,in2,clk;
output out1,out2,bus;
//reg
//====
reg out1= 1'b0, out2=1'b0, y=1'b0 ;//y = previos state
reg [2:0] bus=3'b000;
//on clk pose edge
//=================
always #(posedge clk) begin
if ((in1==1)&&(y==0))
out1=1;
else if ((in1==0)&&(y==1))
out2 = 1;
else
out1 = 0;
out2 = 0;
end if
if (in1 == 1)
#1 y = 1'b1;
else if (in1 == 0)
#1 y = 1'b0;
end if
if((negedge in2)&&(in1==1))
bus = 3'b001;
else if ((negedge in2)&&(in1==0))
bus = 3'b000;
else
bus <= bus + 1;
end if
end
endmodule
In Verilog, use begin ... end for scoping.
if ((in1==1)&&(y==0))
out1=1;
else if ((in1==0)&&(y==1))
out2 = 1;
else
out1 = 0;
out2 = 0;
end if
should be rewritten as
if ((in1==1)&&(y==0))
out1=1;
else if ((in1==0) && (y==1))
out2=1;
else
begin
out1 = 0;
out2 = 0;
end
Other if ... else ... end if blocks should be rewritten similarly. end if does not work in Verilog.
Related
I'm new to coding and C++.
The code below is meant to monitor a magswitch and a status led on another controller. The code needs to run once the magswitch pin goes high (this works).
The additional code for pulseIn, is what I hope to use to monitor different flash rates of the led when I get the code working. For now I'm just looking for the state variable to update with the if and else if statements.
When I toggle the statusPin, the code picks up the changing state, but I cannot get it to update the "state" and "statuspinstate" variables.
The statuspinstate variable shows as 1, even though it is initialized as 0.
I inserted all the serial prints to try and see where things are going wrong.
This is the serial print when "statusPin" is LOW:
statuspinstate: 0
rate1: 2147483647
period: 0.00
rate2: 0
ontime: 0
offtime: 0
state: 0
statepinstatus: 1
This is the serial print when "statusPin" is HIGH
statuspinstate: 1
rate1: 2147483647
period: 0.00
rate2: 0
ontime: 0
offtime: 0
state: 0
statepinstatus: 1
Code:
const int statusPin = 19; //Reads status led
const int magSwitch = 22; //Magswitch to detect movement
int ontime,offtime,rate1,rate2;
float freq,period;
volatile unsigned int state =0;
volatile unsigned int statuspinstate = 0;
void setup()
{
pinMode(statusPin, INPUT); //input from controller
pinMode(magSwitch, INPUT);
Serial.begin(115200);
}
void loop()
{
while (digitalRead(magSwitch) == LOW) {
}
{
statuspinstate = digitalRead(statusPin);
ontime = pulseIn(statusPin,HIGH);
offtime = pulseIn(statusPin,LOW);
period = ontime+offtime;
rate1 = (ontime/period); //future use
rate2 = (offtime); //future use
Serial.println(String("statuspinstate ") + (digitalRead(statusPin))); //all serial print is debug info
Serial.println(String("rate1: ") + (rate1));
Serial.println(String("period: ") + (period));
Serial.println(String("rate2: ") + (rate2));
Serial.println(String("ontime: ") + (ontime));
Serial.println(String("offtime: ") + (offtime));
delay(500);
}
if ((ontime) != 0)
state = period;
else if (statuspinstate = 1)
state = 9999;
else if (statuspinstate = 0);
state = 0;
Serial.println(String("state: ") + (state));
Serial.println(String("statepinstatus: ") + (statuspinstate));
statuspinstate = 0; //return statuspinstate to zero
}
Look at your conditional, with proper indentation (do get a text editor that can indent your code for you):
if ((ontime) != 0)
state = period;
else if (statuspinstate = 1)
state = 9999;
else if (statuspinstate = 0);
state = 0;
We know that ontime is zero, so the second condition is tried next.
Now, statuspinstate = 1 is an assignment, not a comparison, and its value is "truth-y" so you take that branch.
Next, the stray semicolon in if (statuspinstate = 0); (which is also an assignment condition, but not evaluated) makes state = 0 unconditional.
So every time ontime is zero, you end up executing statuspinstate = 1 and state = 0.
What you probably want is
if (ontime != 0)
state = period;
else if (statuspinstate == 1)
state = 9999;
else if (statuspinstate == 0)
state = 0;
so I get this error when i run my code
Error in module (TraCIDemoRSU11p) RSUExampleScenario.rsu[0].appl (id=8) at event #4000, t=45.40151998544: std::length_error: basic_string::_M_create.
TRAPPING on the exception above, due to a debug-on-errors=true configuration option. Is your debugger ready?
it shows that I have this issue at this line after looping multiple times
VehTD = *iteh2;
please be informed that I'm trying to remove from this vehicle list to another vehicle list and delete the moved items.
std::list<std::pair<std::string,std::string>>::const_iterator iteh2 = waitingList.begin();
for (std::list<std::pair<std::string,std::string>>::const_iterator iteh = waitingList.begin(); iteh != waitingList.end() && !waitingList.empty(); ){
iteh2 = iteh;
cout<<"Veh ID TF 1:";
cout<<VehTD.first<<endl;
cout<<VehTD.second<<endl;
VehTD = *iteh2;
cout<<"Veh ID TF 2:";
cout<<VehTD.first<<endl;
cout<<VehTD.second<<endl;
CompareResult3 = Locks(Locked,VehTD.second);
if(CompareResult3.second == 1 || CompareResult3.second == 2 ){
//remove from waiting and add to crossing
std::string ehk = "";
simtime_t VehicleT = simTime();
std::pair<std::pair<std::string, std::string>, simtime_t> VehicleWithTime;
crossingList.push_back(VehTD);
iteh2 = waitingList.erase(iteh2);
}
else{
++iteh;
}
}
}
I'm using Oment++ 5.0 and veins 4.4
I put a try and catch at this function, and it seems that the exception happens towards the end of the list.
Update:
I have this output:
WCounter 1
WCounter 2
Moving from waiting list Timer Function Exception
WCounter 1
WCounter 2
WCounter 3
Moving from waiting list Timer Function Exception
WCounter 1
WCounter 2
Moving from waiting list Timer Function Exception
The WCounter is a variable to show how many times it looped before having the exception at the point explained earlier.
based on request I added the locks function:
std::pair<std::list<std::string>,int> TraCIDemoRSU11p::Locks(std::list<std::string> alreadyLocked, std::string laneNo){
bool debugL;
//create variables for the lanes for easier use
try{
debugL = false;
zero = "171270266#0_0";
one = "171270266#0_1";
two = "-171270025#1_0";
three = "-171270025#1_1";
four = "-171270266#1_0";
five = "-171270266#1_1";
six = "171270025#0_0";
seven = "171270025#0_1";
//create lists of locks
Locks0 = Locks1 = Locks2 = Locks3 = Locks4 = Locks5 = Locks6 = Locks7 = RequestToLock = {};
CounterOfSimilarLanes = 0;
//set of 0 ,Locks0;
Locks0.push_back(zero);
Locks0.push_back(five);
Locks0.push_back(seven);
//set of 1 ,Locks1;
Locks1.push_back(one);
Locks1.push_back(three);
Locks1.push_back(six);
//set of 2 ,Locks2;
Locks2.push_back(one);
Locks2.push_back(two);
Locks2.push_back(seven);
//set of 3 ,Locks3;
Locks3.push_back(zero);
Locks3.push_back(three);
Locks3.push_back(five);
//set of 4 ,Locks4;
Locks4.push_back(one);
Locks4.push_back(three);
Locks4.push_back(four);
//set of 5 ,Locks5;
Locks5.push_back(two);
Locks5.push_back(five);
Locks5.push_back(seven);
//set of 6 ,Locks6;
Locks6.push_back(three);
Locks6.push_back(five);
Locks6.push_back(six);
//set of 7 ,Locks7;
Locks7.push_back(one);
Locks7.push_back(four);
Locks7.push_back(seven);
//This is the request to lock from the vehicle using its lane number
if (laneNo == zero ){
RequestToLock.insert(RequestToLock.end(),Locks0.begin(),Locks0.end());
}else if (laneNo == one){
RequestToLock.insert(RequestToLock.end(),Locks1.begin(),Locks1.end()) ;
}else if (laneNo == two){
RequestToLock.insert(RequestToLock.end(),Locks2.begin(),Locks2.end()) ;
}else if (laneNo == three){
RequestToLock.insert(RequestToLock.end(),Locks3.begin(),Locks3.end()) ;
}else if (laneNo == four){
RequestToLock.insert(RequestToLock.end(),Locks4.begin(),Locks4.end()) ;
}else if (laneNo == five){
RequestToLock.insert(RequestToLock.end(),Locks5.begin(),Locks5.end()) ;
}else if (laneNo == six){
RequestToLock.insert(RequestToLock.end(),Locks6.begin(),Locks6.end()) ;
}else if (laneNo == seven){
RequestToLock.insert(RequestToLock.end(),Locks7.begin(),Locks7.end()) ;
}
} //if the already locked from the controller is empty so we take the requested lock
catch(const std::exception &e){
cout<<"Preparing Locks Algorithm Exception"<<endl;
}
try{
if (alreadyLocked.empty()){
markOfLocks = 0;
alreadyLocked.insert(alreadyLocked.end(),RequestToLock.begin(),RequestToLock.end()) ;
Locked.insert(Locked.end(),RequestToLock.begin(),RequestToLock.end()) ;
if (debugL == true){
cout<<"First Lock in the locking algorithm"<<endl;
// dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}else{ // if the already locked by the controller isnt empty, so we need to compare the request with it
//Search for similar items in the 2 lists
for(std::list<std::string>::/*const_*/iterator it_1 = alreadyLocked.begin();it_1 != alreadyLocked.end();)
{
for(std::list<std::string>::/*const_*/iterator it_2 = RequestToLock.begin(); it_2 != RequestToLock.end();)
{
if(*it_1 == *it_2)
{
++CounterOfSimilarLanes;
}
++it_2;
}
++it_1;
}
if (RequestToLock == alreadyLocked){
markOfLocks = 1;
Locked.clear();
Locked = {};
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<<"Same Lane"<<endl;
dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}else if(CounterOfSimilarLanes == 0){ //if the request is concurrent meaning totally different locks
markOfLocks = 2;
//alreadyLocked.insert(alreadyLocked.end(),RequestToLock.begin(),RequestToLock.end()) ;
Locked.clear();
Locked = {};
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<<"Concurrent Lane"<<endl;
dumplistLock(Locked);
}
}else if(CounterOfSimilarLanes == 1 || CounterOfSimilarLanes == 2){ // if there's a similarity is 1 lock at least so it leads to conflict
markOfLocks = 3;
Locked.clear();
Locked = {};
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<< "opposite Lane"<<endl;
dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}else{
markOfLocks = 1;
Locked.clear();
Locked.insert(Locked.end(),alreadyLocked.begin(),alreadyLocked.end()) ;
if (debugL == true){
cout<<"default case"<<endl;
dumplistLock(Locked);
}
ReturnOfLocks = make_pair(alreadyLocked,markOfLocks);
}
}
}catch(const std::exception &e){
cout<<"Lock Cases Exceptions"<<endl;
}
try{
return ReturnOfLocks;
}catch(const std::exception &e){
cout<<"No Return of Locks in Locks Alg Exception"<<endl;
}
}
so I changed the for loop to a while loop and it didn't show an exception, and not sure why.
therefore the loop looks like this now:
//while loop instead.
std::list<std::pair<std::string,std::string>>::iterator iterwil = waitingList.begin();
std::pair<std::string, std::string> Vehwil ;
while (iterwil != waitingList.end()){
Vehwil = *iterwil;
CompareResult3 = Locks(Locked,Vehwil.second);
if(CompareResult3.second == 1 || CompareResult3.second == 2 ){
crossingList.push_back(Vehwil);
waitingList.erase(iterwil++);
}else{
++iterwil;
}
}
if someone has a valid reason to enlighten me on why the while loop works with no exception unlike the for loop that would be great. ^^"
You should use iterator instead of const_iterator because you modify (i.e. delete) indicated element.
By the way, in the code iteh2 is unnecessary - iteh is sufficient as well as VehicleT and ehk variables are not used and may be removed.
I got a warning on xcode 6.0.1 that I needed to update my project, so I did...
...but then I got issues with arc4random() % instead
Everything was working fine before this update, but now I get the following message:
"Thread 1: EXC_ARITHMETIC (code = EXC_1386_DIV, Subcode = 0x0) and the game crashes.
I tried with arc4random_uniform but the game seems to "pause" and nothing happens. What I mean is that I could see that it entered the if(bType == pt || bType == pl) statement but there is seems to "pause" and loop endlessly.
any suggestions?
-(void)placeInGrid:(CGPoint)place pt:(int)pt pl:(int)pl amount:(int)amountOfbricks{
CCLOG(#"BRICKS:placeInGrid");
//CCLOG(#"pt %d", pt);
//CCLOG(#"pl %d", pl);
int bType = arc4random() % amountOfbricks;
//int bType = arc4random_uniform(amountOfbricks);
if(bType == pt || bType == pl){
CCLOG(#"bType == pt || bType == pl");
[self placeInGrid:place pt:pt pl:pl amount:amountOfbricks];
return;
}
else{
CCLOG(#"else");
CCSpriteBatchNode * b = (CCSpriteBatchNode *)[theGame getChildByTag:kSSheet];
mySprite = [CCSprite spriteWithBatchNode:b rect:[self setBrickType:bType]];
[b addChild:mySprite z:1];
self.bricksType =bType;
[self.mySprite setPosition:place];
}
}
UPDATE:
the if-else statement below looks for saved data at the beginning of the game, to see if it´s a saved game or a new game.
The problem as it seems, after the project update is that the game thinks that there is already saved data and it goes to the first if statement ( if(gameData)), causing amountofbricks to be equal to 0, instead of going into the else statement where amountofbricks is equal to 4.
I don´t know how to solve this issue.
if ([[GameManager sharedGameManager] isContinuePressed] == NO && [[GameManager sharedGameManager] isNewPressed] == YES) {
if(gameData){
CCLOG(#"gameData && isContinuePressed == NO && isNewPressed == YES");
//Set the local instance of myobject to the object held in the gameState filler with the key "myObject"
level = 1;
[[GameManager sharedGameManager] setHScore:[decoder decodeIntegerForKey:#"HighScore"]];
highscore = [[GameManager sharedGameManager] ReturnHScore];
countTime = 300;
AmountOfBricks = [[GameManager sharedGameManager] ReturnAmountOfBricks];
BeginningOfGame = YES;
CCLOG(#"AmountOfBricks %d", AmountOfBricks);
}
else{
CCLOG(#"!gameData && isContinuePressed == NO && isNewPressed == YES");
if([[GameManager sharedGameManager]isThereASavedGame] ==YES){
CCLOG(#"isThereASavedGame == YES");
score = 0;
highscore = [[GameManager sharedGameManager] ReturnHScore];
level = 1;
countTime = 300;
AmountOfBricks = 4;
BeginningOfGame = YES;
CCLOG(#"AmountOfBricks %d", AmountOfBricks);
}
else{
CCLOG(#"isThereASavedGame == NO");
score = 0;
highscore = 0;
level = 1;
countTime = 300;
AmountOfBricks = 4;
BeginningOfGame = YES;
CCLOG(#"AmountOfBricks %d", AmountOfBricks);
}
}
}
UPDATE: I found the issue.
the issue was in my game manager.m file.
NSMutableData *gameData;
NSKeyedUnarchiver *decoder = nil;
NSString *documentPath = [documentsDirectory stringByAppendingPathComponent: #"gameState.dat"];
gameData = [NSData dataWithContentsOfFile:documentPath];//before the update, I as using this line. was working perfectly. after the update I got a warning on this line "incompatible pointer" and xcode recommended to update to the line below but the line below started to return a zero value. which caused the game to crash.
//gameData = [NSMutableData dataWithData:[NSData dataWithContentsOfFile:documentPath]];
I wager amountOfBricks is 0. You can't modulo by 0 like you can't divide by 0.
Is there a way in Visual Studio 2005 to find out which pointer or variable is causing this access violation? I tried to run in debug mode and break when it happens. By looking at the call stacks, it happens in the end of the function (see below). Could using try/catch be able to find out which pointer it is?
EDIT:
Posting my code:
There is a Qt line edit and a checkbox in my application. Toggling the checkbox would switch the data format in the line edit. Like 3'b111 <==> 3'h7. Below is the callback function that is connected to the checkbox stateChanged signal. The exception happens in the end of function, when destructing local variables.
// switch hex/binary format. 15'h0000 <==> 15'b000000000000000
void switchDataFormat(int checkState) {
QLineEdit* writeRegLE = this->getWriteRegLineEdit();
string oldText = writeRegLE->text().toStdString();
string newText = "";
int maxLength;
string regLengthText = oldText.substr(0, oldText.find('\''));
string regValueText = oldText.substr(oldText.find('\'')+2);
int regLength = this->getRegLength();
if (checkState == Qt::Unchecked) {
// switch to binary format
maxLength = regLengthText.size() + 2 + regLength;
string binaryText;
for (int i = 0; i < regValueText.size(); ++i) {
binaryText += hexToBinary(regValueText[i]);
}
newText = regLengthText + "'b" + binaryText.substr(binaryText.size()-regLength); // trimming leading zeros to fit regLength
}
else {
// switch to hex format
maxLength = regLengthText.size() + 2 + regLength/4 + 1;
newText = regLengthText + "'h";
// zero filling to 4*n bits
if (regLength%4 != 0) regValueText = string(regLength%4,'0') + regValueText;
for (int i = 0; i < regValueText.size(); i+=4) {
newText += binaryToHex(regValueText.substr(i,4));
}
}
writeRegLE->setMaxLength(maxLength);
writeRegLE->setText(QString::fromUtf8(newText.c_str()));
}
I write an application, which plays a sound getting from Hardware (like a ring buffer filled with a sinus wave with certain frequency). Everything works fine, and I can playback the created sound correctly except a periodical clicking (maybe at the end of buffer?) and noise.
I initialize and run the Buffer:
void Audiooutput::InitializeAudioParameters()
{
Audio_DataWritten = 0;
Audio_fragments = 4;
Audio_channels = 2;
Audio_BufferSize = 256;
Audio_Samplerate = 8000;
Audio_ResamplingFactor = 1;
Audio_Framesize = 2;
// (SND_PCM_FORMAT_S16_LE / 8);
Audio_frames = Audio_BufferSize / Audio_Framesize * Audio_fragments;
snd_pcm_uframes_t size;
err = snd_pcm_hw_params_any(pcmPlaybackHandle, hw_params);
err = snd_pcm_hw_params_set_rate_resample(pcmPlaybackHandle, hw_params, 1);
// qDebug()<<a1.sprintf(" % d \t snd_pcm_hw_params_set_rate: %s",Audio_Samplerate,snd_strerror(err));
err =
snd_pcm_hw_params_set_format(pcmPlaybackHandle, hw_params,
SND_PCM_FORMAT_S16_LE);
err =
snd_pcm_hw_params_set_channels(pcmPlaybackHandle, hw_params,
Audio_channels);
err = snd_pcm_hw_params_set_rate_near(pcmPlaybackHandle, hw_params, &Audio_Samplerate, 0);
// qDebug()<<a1.sprintf(" % d \t snd_pcm_hw_params_set_rate: %s",Audio_Samplerate,snd_strerror(err));
if ((err =
snd_pcm_hw_params_set_periods_near(pcmPlaybackHandle, hw_params,
&Audio_fragments, 0)) < 0) {
qDebug() << a1.sprintf("Error setting # fragments to %d: %s\n",
Audio_fragments, snd_strerror(err));
} else
qDebug() << a1.sprintf("setting # fragments to %d: %s\n",
Audio_fragments, snd_strerror(err));
err = snd_pcm_hw_params_get_buffer_size(hw_params, &size);
if ((err =
snd_pcm_hw_params_set_buffer_size_near(pcmPlaybackHandle,
hw_params,
&Audio_frames)) < 0) {
qDebug() << a1.
sprintf("Error setting buffer_size %d frames: %s",
Audio_frames, snd_strerror(err));
} else
qDebug() << a1.sprintf("setting Buffersize to %d --> %d: %s\n",
Audio_BufferSize, Audio_frames,
snd_strerror(err));
Audio_BufferSize = Audio_frames;
if ((err = snd_pcm_hw_params(pcmPlaybackHandle, hw_params)) < 0) {
qDebug() << a1.sprintf("Error setting HW params: %s",
snd_strerror(err));
}
Q_ASSERT(err >= 0);
}
void Audiooutput::ProduceAudioOutput(int n, int mmodes, int totalMModeGates,
short *sinusValue, short *cosinusValue)
{
for (int audioSample = 0; audioSample < n;
audioSample += Audio_ResamplingFactor) {
currentposition =
(int)(m_Audio.generalPos % (Audio_BufferSize / 2));
if (currentposition == 0) {
QueueAudioBuffer();
m_Audio.currentPos = 0;
}
m_Audio.generalPos++;
AudioData[currentposition * 2] =
(short)(sinusValue[audioSample]);
AudioData[currentposition * 2 + 1] =
(short)(cosinusValue[audioSample]);
}
}
void Audiooutput::QueueAudioBuffer()
{
snd_pcm_prepare(pcmPlaybackHandle);
Audio_DataWritten +=
snd_pcm_writei(pcmPlaybackHandle, AudioData, Audio_BufferSize);
}
Changing the audiobuffer size or fragments changes also the clicking period.
Can anyone help me with this issue ?
I checked also the first and Last Values. Thy are always difference.
OS: Ubuntu 11
more detail.
the count of received data is dynamically, and changes depend of different parameters. But I play always a certain part e.g. 128 values or 256 or 512....
// I get the Audiodata from a hardware (in a Timerloop)
audiobuffersize = 256;
short *AudioData = new short[256];
int generalAudioSample = 0;
void CollectDataFromHw()
{
...
int n = 0;
n = GetData(buf1,buf2);//buf1 = new short[MAX_SHRT]
if(n > 0)
FillAudioBuffer(n,buf1,buf2)
...
}
-------------------------------------------
void FillAudioBuffer(int n, short*buf1, short*buf2)
{
for(int audioSample = 0;audioSample < n; audioSample++){
iCurrentAudioSample = (int)(generalAudioSample % (audiobuffersize/2));
if(iCurrentAudioSample == 0) {
snd_pcm_writei(pcmPlaybackHandle,AudioData,audiobuffersize );
memset(AudioData,0x00,audiobuffersize*sizeof(short));
}
generalAudioSample++;
AudioData[iCurrentAudioSample * 2] = (short)(buf1[audioSample];
AudioData[iCurrentAudioSample * 2 +1] = (short)(buf2[audioSample];
}
}
I changed the audiobuffersize also. If I set it to a bigger size, I have some Echo additional to clicks.
any Idea ?
//-----------------------
the Problem is
snd_pcm_prepare(pcmPlaybackHandle);
every call of this function produce a click in sound !
Can't test the source code, but I think that the high-frequency clicks you hear are discontinuities in the sound wave. You have to assure that looping period (or, buffer size) is multiple of wave period.
Check if first and last value of buffer are almost the same (+/- 1, for example). Their distance determines the amplitude of the unwanted click.
solved
buffer has been played several times before it was filled with the data.
stupid error in the code.missing a parantez --> audio_buffersize/2 <--
and therefore the result was very often if(iCurrentAudioSample == 0) true !!!!!
iCurrentAudioSample = (int)(generalAudioSample % (audio_buffersize/2));
if(iCurrentAudioSample == 0)
{
writetoaudioStream(audiobuffer);
}