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I am writing a program in c++ to record audio.
Here are my structure and code snippet.

typedef struct _recorder {
    const uint32_t SAMPLE_RATE = 44100;
    const uint32_t FRAME_STEP = SAMPLE_RATE / 100;
    const uint32_t STEP_BUF_SIZE = sizeof(int16_t) * FRAME_STEP;
    int16_t *step_buf;

    const uint32_t RECORD_TIME = 10;
    const uint32_t NUM_SAMPLE = RECORD_TIME * SAMPLE_RATE;
    int16_t *total_buf;

    uint32_t sample_counter;
} recorder;

void recorder_init(recorder *r)
{
    r->step_buf = new int16_t[r->STEP_BUF_SIZE / sizeof(int16_t)];
    r->total_buf = new int16_t[r->NUM_SAMPLE];
}

void recorder_free(recorder *r)
{
    delete[] r->step_buf;
    delete[] r->total_buf;
}

void main(int argc, char *argv[])
{
    recorder rec;
    recorder_init(&rec);

    // Do something to record audio

    recorder_free(&rec);
}

Does using structures and functions make sense to you? Or should I use a class? Or there are better design patterns I can follow?

EDIT -------------------------
I add a further question of this post here.

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  • \$\begingroup\$ You are assuming 16 bit samples, but in the real world, 24 bit hardware (and even 32 bit) are common. \$\endgroup\$
    – Neil
    Commented Oct 20, 2017 at 14:52

2 Answers 2

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This is very much C-style code: the only thing that qualifies it as C++ is the fact that you use new and delete[] rather than malloc() and free().

I don't see why RECORD_TIME should be a constant. I would expect it to be a constructor parameter. Or, use std::vector to store the samples, and you won't even have to worry about the array capacity, or even new and delete[].

The recorder class should be responsible for initializing sample_counter to zero, which you never did in your recorder_init(). In addition, I would expect there to be a method for appending a sample, and that method would automatically increment sample_counter. Again, though, if you used a std::vector, you wouldn't need such a complication, since the vector's size would serve that purpose.

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There's not very much difference between structs and classes in C++. structs can have methods and protected and private data, for example.

But given what you've posted above, I think it makes more sense to make the above functions be methods of a class or struct. This allows you to use RAII, for example. The constructor and destructor would do what recorder_init() and recorder_free() do.

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  • \$\begingroup\$ When you mention struct in C++, it's worthwhile to mention that you don't need typedef struct fakename { } correctname but can and should write struct correctname. This is important when you add member functions. \$\endgroup\$
    – MSalters
    Commented Oct 20, 2017 at 12:53
  • \$\begingroup\$ I strongly dislike having to explicitly write struct before every use of the type, so personally prefer the older way of using a typedef or the newer using syntax. \$\endgroup\$ Commented Oct 20, 2017 at 17:17
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    \$\begingroup\$ So did the creators of C++, which is why you don't need the typedef in any version of C++. \$\endgroup\$
    – MSalters
    Commented Oct 20, 2017 at 17:18
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    \$\begingroup\$ It's more than you suggest: C++ does not have structs. C++ only has the struct keyword, and struct Foo { … } is identical to class Foo { public: … }. \$\endgroup\$
    – wchargin
    Commented Oct 20, 2017 at 18:47
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    \$\begingroup\$ @wchargin ... identical with the exception of default visibility - public vs private. \$\endgroup\$
    – user20300
    Commented Oct 20, 2017 at 20:41

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