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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>
221 lines
4.7 KiB
C++
221 lines
4.7 KiB
C++
/*
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* Effect.h - base class for effects
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*
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* Copyright (c) 2006-2007 Danny McRae <khjklujn/at/users.sourceforge.net>
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* Copyright (c) 2006-2014 Tobias Doerffel <tobydox/at/users.sourceforge.net>
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*
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* This file is part of LMMS - https://lmms.io
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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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#ifndef LMMS_EFFECT_H
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#define LMMS_EFFECT_H
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#include <span>
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#include "AudioEngine.h"
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#include "AutomatableModel.h"
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#include "Engine.h"
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#include "Plugin.h"
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#include "TempoSyncKnobModel.h"
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namespace lmms
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{
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class AudioBuffer;
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class EffectChain;
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class EffectControls;
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namespace gui
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{
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class EffectView;
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} // namespace gui
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class LMMS_EXPORT Effect : public Plugin
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{
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Q_OBJECT
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public:
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Effect( const Plugin::Descriptor * _desc,
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Model * _parent,
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const Descriptor::SubPluginFeatures::Key * _key );
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void saveSettings( QDomDocument & _doc, QDomElement & _parent ) override;
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void loadSettings( const QDomElement & _this ) override;
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inline QString nodeName() const override
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{
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return "effect";
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}
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//! Returns true if audio was processed and should continue being processed
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bool processAudioBuffer(AudioBuffer& inOut);
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inline bool isOkay() const
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{
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return m_okay;
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}
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inline void setOkay( bool _state )
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{
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m_okay = _state;
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}
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//! "Awake" means the effect has not been put to sleep by auto-quit
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bool isAwake() const
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{
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return m_awake;
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}
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inline bool isEnabled() const
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{
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return m_enabledModel.value();
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}
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inline f_cnt_t timeout() const
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{
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const float samples = Engine::audioEngine()->outputSampleRate() * m_autoQuitModel.value() / 1000.0f;
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return 1 + ( static_cast<int>( samples ) / Engine::audioEngine()->framesPerPeriod() );
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}
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inline float wetLevel() const
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{
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return m_wetDryModel.value();
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}
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inline float dryLevel() const
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{
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return 1.0f - m_wetDryModel.value();
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}
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inline bool dontRun() const
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{
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return m_noRun;
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}
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inline void setDontRun( bool _state )
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{
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m_noRun = _state;
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}
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bool isProcessingAudio() const
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{
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return isEnabled() && isAwake() && isOkay() && !dontRun();
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}
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inline TempoSyncKnobModel* autoQuitModel()
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{
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return &m_autoQuitModel;
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}
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bool autoQuitEnabled() const
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{
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return m_autoQuitEnabled;
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}
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EffectChain * effectChain() const
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{
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return m_parent;
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}
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virtual EffectControls * controls() = 0;
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static Effect * instantiate( const QString & _plugin_name,
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Model * _parent,
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Descriptor::SubPluginFeatures::Key * _key );
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protected:
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enum class ProcessStatus
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{
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//! Unconditionally continue processing
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Continue,
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//! Calculate the RMS out sum and call `checkGate` to determine whether to stop processing
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ContinueIfNotQuiet,
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//! Do not continue processing
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Sleep
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};
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/**
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* The main audio processing method that runs when plugin is awake and running
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*/
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virtual ProcessStatus processImpl(SampleFrame* buf, const fpp_t frames) = 0;
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/**
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* Optional method that runs instead of `processImpl` when an effect
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* is awake but not running.
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*/
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virtual void processBypassedImpl() {}
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gui::PluginView* instantiateView( QWidget * ) override;
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void goToSleep()
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{
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m_quietBufferCount = 0;
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m_awake = false;
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}
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void wakeUp()
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{
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m_quietBufferCount = 0;
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m_awake = true;
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}
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virtual void onEnabledChanged() {}
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private:
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/**
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* If auto-quit is enabled ("Keep effects running even without input" setting is disabled),
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* after "decay" ms of the output buffer remaining below the silence threshold, the effect is
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* turned off and won't be processed again until it receives new audio input.
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*/
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void handleAutoQuit(bool silentOutput);
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EffectChain * m_parent;
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bool m_okay;
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bool m_noRun;
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bool m_awake;
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//! The number of consecutive periods where output buffers remain below the silence threshold
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f_cnt_t m_quietBufferCount = 0;
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BoolModel m_enabledModel;
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FloatModel m_wetDryModel;
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TempoSyncKnobModel m_autoQuitModel;
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bool m_autoQuitEnabled = false;
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friend class gui::EffectView;
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friend class EffectChain;
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} ;
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using EffectKey = Effect::Descriptor::SubPluginFeatures::Key;
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using EffectKeyList = Effect::Descriptor::SubPluginFeatures::KeyList;
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} // namespace lmms
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#endif // LMMS_EFFECT_H
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