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Until now, Mixer not only was responsible for rendering audio buffers but also managed writing them to audio backend (through a FIFO) and handled various quality related parameters. All this functionality has been moved into the new AudioOutputContext class. It glues together AudioBackend (formerly called AudioDevice), global quality settings and the Mixer. The AudioOutputContext class creates a FifoWriter which calls Mixer::renderNextBuffer() and writes the output into the BufferFifo of the AudioOutputContext it belongs to. The BufferFifo is read by the according AudioBackend which belongs to the AudioOutputContext as well. The AudioOutputContext also handles resampling in case the AudioBackend wants the buffers in a different samplerate. During this rewrite the Mixer class and the according source files have been renamed from "mixer" to "Mixer". This results in small changes all over LMMS' code base.
160 lines
3.8 KiB
C++
160 lines
3.8 KiB
C++
/*
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* vibrating_sring.h - model of a vibrating string lifted from pluckedSynth
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*
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* Copyright (c) 2006-2008 Danny McRae <khjklujn/at/yahoo/com>
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*
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* This file is part of Linux MultiMedia Studio - http://lmms.sourceforge.net
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public
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* License along with this program (see COPYING); if not, write to the
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* Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301 USA.
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*
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*/
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#include <math.h>
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#include "vibrating_string.h"
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#include "templates.h"
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#include "interpolation.h"
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#include "Mixer.h"
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#include "engine.h"
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vibratingString::vibratingString( float _pitch,
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float _pick,
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float _pickup,
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float * _impulse,
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Uint32 _len,
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sample_rate_t _sample_rate,
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Uint8 _oversample,
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float _randomize,
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float _string_loss,
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float _detune,
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bool _state ) :
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m_oversample( 2 * _oversample / (int)( _sample_rate /
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engine::mixer()->baseSampleRate() ) ),
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m_randomize( _randomize ),
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m_stringLoss( 1.0f - _string_loss ),
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m_state( 0.1f )
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{
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m_outsamp = new sample_t[m_oversample];
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int string_length;
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string_length = static_cast<int>( m_oversample * _sample_rate /
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_pitch ) + 1;
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string_length += static_cast<int>( string_length * -_detune );
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int pick = static_cast<int>( ceil( string_length * _pick ) );
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if( not _state )
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{
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m_impulse = new float[string_length];
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resample( _impulse, _len, string_length );
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}
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else
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{
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m_impulse = new float[_len];
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for( Uint32 i = 0; i < _len; i++ )
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{
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m_impulse[i] = _impulse[i];
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}
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}
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m_toBridge = vibratingString::initDelayLine( string_length, pick );
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m_fromBridge = vibratingString::initDelayLine( string_length, pick );
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vibratingString::setDelayLine( m_toBridge, pick,
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m_impulse, _len, 0.5f,
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_state );
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vibratingString::setDelayLine( m_fromBridge, pick,
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m_impulse, _len, 0.5f,
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_state);
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m_choice = static_cast<int>( m_oversample *
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static_cast<float>( rand() ) / RAND_MAX );
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m_pickupLoc = static_cast<int>( _pickup * string_length );
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}
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vibratingString::delayLine * vibratingString::initDelayLine( int _len,
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int _pick )
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{
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delayLine * dl = new vibratingString::delayLine[_len];
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dl->length = _len;
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if( _len > 0 )
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{
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dl->data = new sample_t[_len];
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float r;
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float offset = 0.0f;
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for( int i = 0; i < dl->length; i++ )
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{
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r = static_cast<float>( rand() ) /
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RAND_MAX;
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offset = ( m_randomize / 2.0f -
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m_randomize ) * r;
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dl->data[i] = offset;
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}
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}
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else
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{
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dl->data = NULL;
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}
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dl->pointer = dl->data;
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dl->end = dl->data + _len - 1;
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return( dl );
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}
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void vibratingString::freeDelayLine( delayLine * _dl )
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{
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if( _dl )
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{
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delete[] _dl->data;
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delete[] _dl;
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}
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}
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void vibratingString::resample( float *_src, f_cnt_t _src_frames,
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f_cnt_t _dst_frames )
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{
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for( f_cnt_t frame = 0; frame < _dst_frames; ++frame )
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{
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const float src_frame_float = frame *
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(float) _src_frames /
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_dst_frames;
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const float frac_pos = src_frame_float -
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static_cast<f_cnt_t>( src_frame_float );
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const f_cnt_t src_frame = tLimit<f_cnt_t>(
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static_cast<f_cnt_t>( src_frame_float ),
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1, _src_frames - 3 );
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m_impulse[frame] = cubicInterpolate(
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_src[src_frame - 1],
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_src[src_frame + 0],
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_src[src_frame + 1],
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_src[src_frame + 2],
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frac_pos );
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}
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}
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