mirror of
https://github.com/LMMS/lmms.git
synced 2026-03-25 17:33:53 -04:00
This reworks the auto-quit feature by introducing a new AudioBuffer class which keeps track of which channels are currently silent as audio flows through the effects chain. When track channels going into an effect's input are not marked as quiet, it is assumed a signal is present and the plugin needs to wake up if it is asleep due to auto-quit. After a plugin processes a buffer, the silence status is updated. When the auto-quit setting is disabled (that is, when effects are always kept running), effects are always assumed to have input noise (a non-quiet signal present at the plugin inputs), which should result in the same behavior as before. Benefits: - The auto-quit system now closely follows how it is supposed to function by only waking plugins which have non-zero input rather than waking all plugins at once whenever an instrument plays a note or a sample track plays. This granularity better fits multi-channel plugins and pin connector routing where not all plugin inputs are connected to the same track channels. This means a sleeping plugin whose inputs are connected to channels 3/4 would not need to wake up if a signal is only present on channels 1/2. - Silencing channels that are already known to be silent is a no-op - Calculating the absolute peak sample value for a channel already known to be silent is a no-op - The silence flags also could be useful for other purposes, such as adding visual indicators to represent how audio signals flow in and out of each plugin - With a little more work, auto-quit could be enabled/disabled for plugins on an individual basis - With a little more work, auto-quit could be implemented for instrument plugins - AudioBuffer can be used with SharedMemory - AudioBuffer could be used in plugins for their buffers This new system works so long as the silence flags for each channel remain valid at each point along the effect chain. Modifying the buffers without an accompanying update of the silence flags could violate assumptions. Through unit tests, the correct functioning of AudioBuffer itself can be validated, but its usage in AudioBusHandle, Mixer, and a few other places where track channels are handled will need to be done with care. --------- Co-authored-by: Sotonye Atemie <sakertooth@gmail.com>
110 lines
3.3 KiB
C++
110 lines
3.3 KiB
C++
/*
|
|
* AudioBusHandle.h - ThreadableJob between PlayHandle and MixerChannel
|
|
*
|
|
* Copyright (c) 2005-2014 Tobias Doerffel <tobydox/at/users.sourceforge.net>
|
|
* Copyright (c) 2025 Johannes Lorenz <jlsf2013$users.sourceforge.net, $=@>
|
|
*
|
|
* This file is part of LMMS - https://lmms.io
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This program 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
|
|
* General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public
|
|
* License along with this program (see COPYING); if not, write to the
|
|
* Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
|
|
* Boston, MA 02110-1301 USA.
|
|
*
|
|
*/
|
|
|
|
#ifndef LMMS_AUDIO_BUS_HANDLE_H
|
|
#define LMMS_AUDIO_BUS_HANDLE_H
|
|
|
|
#include <memory>
|
|
#include <QString>
|
|
#include <QMutex>
|
|
|
|
#include "AudioBuffer.h"
|
|
#include "PlayHandle.h"
|
|
|
|
namespace lmms
|
|
{
|
|
|
|
class EffectChain;
|
|
class FloatModel;
|
|
class BoolModel;
|
|
|
|
/**
|
|
@brief Job between @ref PlayHandle and @ref MixerChannel
|
|
|
|
A @ref ThreadableJob class located at the exit point of each @ref PlayHandle into a @ref MixerChannel
|
|
(or into an audio device, in case of @ref AudioJack, but this is not supported in AudioBusHandle yet).
|
|
It contains an optional @ref EffectChain which is e.g. visualized in the
|
|
@ref InstrumentTrackWindow or @ref SampleTrackWindow.
|
|
For processing, it adds all input play handles into an internal buffer,
|
|
processes the @ref EffectChain (if existing) on that buffer
|
|
and finally merges the buffer into its @ref MixerChannel.
|
|
*/
|
|
class AudioBusHandle : public ThreadableJob
|
|
{
|
|
public:
|
|
AudioBusHandle(const QString& name, bool hasEffectChain = true,
|
|
FloatModel* volumeModel = nullptr, FloatModel* panningModel = nullptr,
|
|
BoolModel* mutedModel = nullptr);
|
|
virtual ~AudioBusHandle();
|
|
|
|
// indicate whether JACK & Co should provide output-buffer at ext. port
|
|
bool extOutputEnabled() const { return m_extOutputEnabled; }
|
|
void setExtOutputEnabled(bool enabled);
|
|
|
|
// next mixer-channel after this audio-bus-handle
|
|
// (-1 = none 0 = master)
|
|
mix_ch_t nextMixerChannel() const { return m_nextMixerChannel; }
|
|
void setNextMixerChannel(const mix_ch_t chnl) { m_nextMixerChannel = chnl; }
|
|
|
|
const QString& name() const { return m_name; }
|
|
void setName(const QString& newName);
|
|
|
|
EffectChain* effects() { return m_effects.get(); }
|
|
bool processEffects();
|
|
|
|
// ThreadableJob stuff
|
|
void doProcessing() override;
|
|
bool requiresProcessing() const override { return true; }
|
|
|
|
void addPlayHandle(PlayHandle* handle);
|
|
void removePlayHandle(PlayHandle* handle);
|
|
|
|
private:
|
|
volatile bool m_bufferUsage;
|
|
|
|
AudioBuffer m_buffer;
|
|
|
|
bool m_extOutputEnabled;
|
|
mix_ch_t m_nextMixerChannel;
|
|
|
|
QString m_name;
|
|
|
|
std::unique_ptr<EffectChain> m_effects;
|
|
|
|
PlayHandleList m_playHandles;
|
|
QMutex m_playHandleLock;
|
|
|
|
FloatModel* m_volumeModel;
|
|
FloatModel* m_panningModel;
|
|
BoolModel* m_mutedModel;
|
|
|
|
friend class AudioEngine;
|
|
friend class AudioEngineWorkerThread;
|
|
};
|
|
|
|
} // namespace lmms
|
|
|
|
#endif // LMMS_AUDIO_BUS_HANDLE_H
|