/*************************************************************************** * * * LinuxSampler - modular, streaming capable sampler * * * * Copyright (C) 2003, 2004 by Benno Senoner and Christian Schoenebeck * * Copyright (C) 2005, 2006 Christian Schoenebeck * * * * 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; if not, write to the Free Software * * Foundation, Inc., 59 Temple Place, Suite 330, Boston, * * MA 02111-1307 USA * ***************************************************************************/ #include "EngineChannel.h" namespace LinuxSampler { namespace gig { EngineChannel::EngineChannel() { pMIDIKeyInfo = new midi_key_info_t[128]; pEngine = NULL; pInstrument = NULL; pEvents = NULL; // we allocate when we retrieve the right Engine object pEventQueue = new RingBuffer(CONFIG_MAX_EVENTS_PER_FRAGMENT, 0); pActiveKeys = new Pool(128); for (uint i = 0; i < 128; i++) { pMIDIKeyInfo[i].pActiveVoices = NULL; // we allocate when we retrieve the right Engine object pMIDIKeyInfo[i].KeyPressed = false; pMIDIKeyInfo[i].Active = false; pMIDIKeyInfo[i].ReleaseTrigger = false; pMIDIKeyInfo[i].pEvents = NULL; // we allocate when we retrieve the right Engine object pMIDIKeyInfo[i].VoiceTheftsQueued = 0; pMIDIKeyInfo[i].RoundRobinIndex = 0; } InstrumentIdx = -1; InstrumentStat = -1; AudioDeviceChannelLeft = -1; AudioDeviceChannelRight = -1; pMidiInputPort = NULL; midiChannel = midi_chan_all; ResetControllers(); SoloMode = false; PortamentoMode = false; PortamentoTime = CONFIG_PORTAMENTO_TIME_DEFAULT; } EngineChannel::~EngineChannel() { DisconnectAudioOutputDevice(); if (pInstrument) Engine::instruments.HandBack(pInstrument, this); if (pEventQueue) delete pEventQueue; if (pActiveKeys) delete pActiveKeys; if (pMIDIKeyInfo) delete[] pMIDIKeyInfo; } /** * Implementation of virtual method from abstract EngineChannel interface. * This method will periodically be polled (e.g. by the LSCP server) to * check if some engine channel parameter has changed since the last * StatusChanged() call. * * This method can also be used to mark the engine channel as changed * from outside, e.g. by a MIDI input device. The optional argument * \a nNewStatus can be used for this. * * TODO: This "poll method" is just a lazy solution and might be * replaced in future. * @param bNewStatus - (optional, default: false) sets the new status flag * @returns true if engine channel status has changed since last * StatusChanged() call */ bool EngineChannel::StatusChanged(bool bNewStatus) { bool b = bStatusChanged; bStatusChanged = bNewStatus; return b; } void EngineChannel::Reset() { if (pEngine) pEngine->DisableAndLock(); ResetInternal(); ResetControllers(); if (pEngine) { pEngine->Enable(); pEngine->Reset(); } } /** * This method is not thread safe! */ void EngineChannel::ResetInternal() { CurrentKeyDimension = 0; // reset key info for (uint i = 0; i < 128; i++) { if (pMIDIKeyInfo[i].pActiveVoices) pMIDIKeyInfo[i].pActiveVoices->clear(); if (pMIDIKeyInfo[i].pEvents) pMIDIKeyInfo[i].pEvents->clear(); pMIDIKeyInfo[i].KeyPressed = false; pMIDIKeyInfo[i].Active = false; pMIDIKeyInfo[i].ReleaseTrigger = false; pMIDIKeyInfo[i].itSelf = Pool::Iterator(); pMIDIKeyInfo[i].VoiceTheftsQueued = 0; } SoloKey = -1; // no solo key active yet PortamentoPos = -1.0f; // no portamento active yet // reset all key groups std::map::iterator iter = ActiveKeyGroups.begin(); for (; iter != ActiveKeyGroups.end(); iter++) iter->second = NULL; // free all active keys pActiveKeys->clear(); // delete all input events pEventQueue->init(); if (pEngine) pEngine->ResetInternal(); // status of engine channel has changed, so set notify flag bStatusChanged = true; } LinuxSampler::Engine* EngineChannel::GetEngine() { return pEngine; } /** * More or less a workaround to set the instrument name, index and load * status variable to zero percent immediately, that is without blocking * the calling thread. It might be used in future for other preparations * as well though. * * @param FileName - file name of the Gigasampler instrument file * @param Instrument - index of the instrument in the .gig file * @see LoadInstrument() */ void EngineChannel::PrepareLoadInstrument(const char* FileName, uint Instrument) { InstrumentFile = FileName; InstrumentIdx = Instrument; InstrumentStat = 0; } /** * Load an instrument from a .gig file. PrepareLoadInstrument() has to * be called first to provide the information which instrument to load. * This method will then actually start to load the instrument and block * the calling thread until loading was completed. * * @returns detailed description of the method call result * @see PrepareLoadInstrument() */ void EngineChannel::LoadInstrument() { if (pEngine) pEngine->DisableAndLock(); ResetInternal(); // free old instrument if (pInstrument) { // give old instrument back to instrument manager Engine::instruments.HandBack(pInstrument, this); } // delete all key groups ActiveKeyGroups.clear(); // request gig instrument from instrument manager try { InstrumentManager::instrument_id_t instrid; instrid.FileName = InstrumentFile; instrid.Index = InstrumentIdx; pInstrument = Engine::instruments.Borrow(instrid, this); if (!pInstrument) { InstrumentStat = -1; dmsg(1,("no instrument loaded!!!\n")); exit(EXIT_FAILURE); } } catch (RIFF::Exception e) { InstrumentStat = -2; String msg = "gig::Engine error: Failed to load instrument, cause: " + e.Message; throw Exception(msg); } catch (InstrumentResourceManagerException e) { InstrumentStat = -3; String msg = "gig::Engine error: Failed to load instrument, cause: " + e.Message(); throw Exception(msg); } catch (...) { InstrumentStat = -4; throw Exception("gig::Engine error: Failed to load instrument, cause: Unknown exception while trying to parse gig file."); } // rebuild ActiveKeyGroups map with key groups of current instrument for (::gig::Region* pRegion = pInstrument->GetFirstRegion(); pRegion; pRegion = pInstrument->GetNextRegion()) if (pRegion->KeyGroup) ActiveKeyGroups[pRegion->KeyGroup] = NULL; InstrumentIdxName = pInstrument->pInfo->Name; InstrumentStat = 100; // inform audio driver for the need of two channels try { if (pEngine && pEngine->pAudioOutputDevice) pEngine->pAudioOutputDevice->AcquireChannels(2); // gig Engine only stereo } catch (AudioOutputException e) { String msg = "Audio output device unable to provide 2 audio channels, cause: " + e.Message(); throw Exception(msg); } if (pEngine) pEngine->Enable(); } /** * Will be called by the InstrumentResourceManager when the instrument * we are currently using on this EngineChannel is going to be updated, * so we can stop playback before that happens. */ void EngineChannel::ResourceToBeUpdated(::gig::Instrument* pResource, void*& pUpdateArg) { dmsg(3,("gig::Engine: Received instrument update message.\n")); if (pEngine) pEngine->DisableAndLock(); ResetInternal(); this->pInstrument = NULL; } /** * Will be called by the InstrumentResourceManager when the instrument * update process was completed, so we can continue with playback. */ void EngineChannel::ResourceUpdated(::gig::Instrument* pOldResource, ::gig::Instrument* pNewResource, void* pUpdateArg) { this->pInstrument = pNewResource; //TODO: there are couple of engine parameters we should update here as well if the instrument was updated (see LoadInstrument()) if (pEngine) pEngine->Enable(); bStatusChanged = true; // status of engine has changed, so set notify flag } /** * Will be called by the InstrumentResourceManager on progress changes * while loading or realoading an instrument for this EngineChannel. * * @param fProgress - current progress as value between 0.0 and 1.0 */ void EngineChannel::OnResourceProgress(float fProgress) { this->InstrumentStat = int(fProgress * 100.0f); dmsg(7,("gig::EngineChannel: progress %d%", InstrumentStat)); bStatusChanged = true; // status of engine has changed, so set notify flag } void EngineChannel::Connect(AudioOutputDevice* pAudioOut) { if (pEngine) { if (pEngine->pAudioOutputDevice == pAudioOut) return; DisconnectAudioOutputDevice(); } pEngine = Engine::AcquireEngine(this, pAudioOut); ResetInternal(); pEvents = new RTList(pEngine->pEventPool); for (uint i = 0; i < 128; i++) { pMIDIKeyInfo[i].pActiveVoices = new RTList(pEngine->pVoicePool); pMIDIKeyInfo[i].pEvents = new RTList(pEngine->pEventPool); } AudioDeviceChannelLeft = 0; AudioDeviceChannelRight = 1; pOutputLeft = pAudioOut->Channel(0)->Buffer(); pOutputRight = pAudioOut->Channel(1)->Buffer(); MidiInputPort::AddSysexListener(pEngine); } void EngineChannel::DisconnectAudioOutputDevice() { if (pEngine) { // if clause to prevent disconnect loops ResetInternal(); if (pEvents) { delete pEvents; pEvents = NULL; } for (uint i = 0; i < 128; i++) { if (pMIDIKeyInfo[i].pActiveVoices) { delete pMIDIKeyInfo[i].pActiveVoices; pMIDIKeyInfo[i].pActiveVoices = NULL; } if (pMIDIKeyInfo[i].pEvents) { delete pMIDIKeyInfo[i].pEvents; pMIDIKeyInfo[i].pEvents = NULL; } } Engine* oldEngine = pEngine; AudioOutputDevice* oldAudioDevice = pEngine->pAudioOutputDevice; pEngine = NULL; Engine::FreeEngine(this, oldAudioDevice); AudioDeviceChannelLeft = -1; AudioDeviceChannelRight = -1; } } void EngineChannel::SetOutputChannel(uint EngineAudioChannel, uint AudioDeviceChannel) { if (!pEngine || !pEngine->pAudioOutputDevice) throw AudioOutputException("No audio output device connected yet."); AudioChannel* pChannel = pEngine->pAudioOutputDevice->Channel(AudioDeviceChannel); if (!pChannel) throw AudioOutputException("Invalid audio output device channel " + ToString(AudioDeviceChannel)); switch (EngineAudioChannel) { case 0: // left output channel pOutputLeft = pChannel->Buffer(); AudioDeviceChannelLeft = AudioDeviceChannel; break; case 1: // right output channel pOutputRight = pChannel->Buffer(); AudioDeviceChannelRight = AudioDeviceChannel; break; default: throw AudioOutputException("Invalid engine audio channel " + ToString(EngineAudioChannel)); } } int EngineChannel::OutputChannel(uint EngineAudioChannel) { switch (EngineAudioChannel) { case 0: // left channel return AudioDeviceChannelLeft; case 1: // right channel return AudioDeviceChannelRight; default: throw AudioOutputException("Invalid engine audio channel " + ToString(EngineAudioChannel)); } } void EngineChannel::Connect(MidiInputPort* pMidiPort, midi_chan_t MidiChannel) { if (!pMidiPort || pMidiPort == this->pMidiInputPort) return; DisconnectMidiInputPort(); this->pMidiInputPort = pMidiPort; this->midiChannel = MidiChannel; pMidiPort->Connect(this, MidiChannel); } void EngineChannel::DisconnectMidiInputPort() { MidiInputPort* pOldPort = this->pMidiInputPort; this->pMidiInputPort = NULL; if (pOldPort) pOldPort->Disconnect(this); } MidiInputPort* EngineChannel::GetMidiInputPort() { return pMidiInputPort; } midi_chan_t EngineChannel::MidiChannel() { return midiChannel; } /** * Will be called by the MIDIIn Thread to let the audio thread trigger a new * voice for the given key. This method is meant for real time rendering, * that is an event will immediately be created with the current system * time as time stamp. * * @param Key - MIDI key number of the triggered key * @param Velocity - MIDI velocity value of the triggered key */ void EngineChannel::SendNoteOn(uint8_t Key, uint8_t Velocity) { if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(); event.Type = Event::type_note_on; event.Param.Note.Key = Key; event.Param.Note.Velocity = Velocity; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to let the audio thread trigger a new * voice for the given key. This method is meant for offline rendering * and / or for cases where the exact position of the event in the current * audio fragment is already known. * * @param Key - MIDI key number of the triggered key * @param Velocity - MIDI velocity value of the triggered key * @param FragmentPos - sample point position in the current audio * fragment to which this event belongs to */ void EngineChannel::SendNoteOn(uint8_t Key, uint8_t Velocity, int32_t FragmentPos) { if (FragmentPos < 0) { dmsg(1,("EngineChannel::SendNoteOn(): negative FragmentPos! Seems MIDI driver is buggy!")); } else if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(FragmentPos); event.Type = Event::type_note_on; event.Param.Note.Key = Key; event.Param.Note.Velocity = Velocity; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to signal the audio thread to release * voice(s) on the given key. This method is meant for real time rendering, * that is an event will immediately be created with the current system * time as time stamp. * * @param Key - MIDI key number of the released key * @param Velocity - MIDI release velocity value of the released key */ void EngineChannel::SendNoteOff(uint8_t Key, uint8_t Velocity) { if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(); event.Type = Event::type_note_off; event.Param.Note.Key = Key; event.Param.Note.Velocity = Velocity; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to signal the audio thread to release * voice(s) on the given key. This method is meant for offline rendering * and / or for cases where the exact position of the event in the current * audio fragment is already known. * * @param Key - MIDI key number of the released key * @param Velocity - MIDI release velocity value of the released key * @param FragmentPos - sample point position in the current audio * fragment to which this event belongs to */ void EngineChannel::SendNoteOff(uint8_t Key, uint8_t Velocity, int32_t FragmentPos) { if (FragmentPos < 0) { dmsg(1,("EngineChannel::SendNoteOff(): negative FragmentPos! Seems MIDI driver is buggy!")); } else if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(FragmentPos); event.Type = Event::type_note_off; event.Param.Note.Key = Key; event.Param.Note.Velocity = Velocity; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to signal the audio thread to change * the pitch value for all voices. This method is meant for real time * rendering, that is an event will immediately be created with the * current system time as time stamp. * * @param Pitch - MIDI pitch value (-8192 ... +8191) */ void EngineChannel::SendPitchbend(int Pitch) { if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(); event.Type = Event::type_pitchbend; event.Param.Pitch.Pitch = Pitch; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to signal the audio thread to change * the pitch value for all voices. This method is meant for offline * rendering and / or for cases where the exact position of the event in * the current audio fragment is already known. * * @param Pitch - MIDI pitch value (-8192 ... +8191) * @param FragmentPos - sample point position in the current audio * fragment to which this event belongs to */ void EngineChannel::SendPitchbend(int Pitch, int32_t FragmentPos) { if (FragmentPos < 0) { dmsg(1,("EngineChannel::SendPitchBend(): negative FragmentPos! Seems MIDI driver is buggy!")); } else if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(FragmentPos); event.Type = Event::type_pitchbend; event.Param.Pitch.Pitch = Pitch; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to signal the audio thread that a * continuous controller value has changed. This method is meant for real * time rendering, that is an event will immediately be created with the * current system time as time stamp. * * @param Controller - MIDI controller number of the occured control change * @param Value - value of the control change */ void EngineChannel::SendControlChange(uint8_t Controller, uint8_t Value) { if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(); event.Type = Event::type_control_change; event.Param.CC.Controller = Controller; event.Param.CC.Value = Value; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } /** * Will be called by the MIDIIn Thread to signal the audio thread that a * continuous controller value has changed. This method is meant for * offline rendering and / or for cases where the exact position of the * event in the current audio fragment is already known. * * @param Controller - MIDI controller number of the occured control change * @param Value - value of the control change * @param FragmentPos - sample point position in the current audio * fragment to which this event belongs to */ void EngineChannel::SendControlChange(uint8_t Controller, uint8_t Value, int32_t FragmentPos) { if (FragmentPos < 0) { dmsg(1,("EngineChannel::SendControlChange(): negative FragmentPos! Seems MIDI driver is buggy!")); } else if (pEngine) { Event event = pEngine->pEventGenerator->CreateEvent(FragmentPos); event.Type = Event::type_control_change; event.Param.CC.Controller = Controller; event.Param.CC.Value = Value; event.pEngineChannel = this; if (this->pEventQueue->write_space() > 0) this->pEventQueue->push(&event); else dmsg(1,("EngineChannel: Input event queue full!")); } } void EngineChannel::ClearEventLists() { pEvents->clear(); // empty MIDI key specific event lists { RTList::Iterator iuiKey = pActiveKeys->first(); RTList::Iterator end = pActiveKeys->end(); for(; iuiKey != end; ++iuiKey) { pMIDIKeyInfo[*iuiKey].pEvents->clear(); // free all events on the key } } } void EngineChannel::ResetControllers() { Pitch = 0; SustainPedal = false; SostenutoPedal = false; GlobalVolume = CONFIG_GLOBAL_ATTENUATION; MidiVolume = 1.0; GlobalPanLeft = 1.0f; GlobalPanRight = 1.0f; // set all MIDI controller values to zero memset(ControllerTable, 0x00, 129); } /** * Copy all events from the engine channel's input event queue buffer to * the internal event list. This will be done at the beginning of each * audio cycle (that is each RenderAudio() call) to distinguish all * events which have to be processed in the current audio cycle. Each * EngineChannel has it's own input event queue for the common channel * specific events (like NoteOn, NoteOff and ControlChange events). * Beside that, the engine also has a input event queue for global * events (usually SysEx messages). * * @param Samples - number of sample points to be processed in the * current audio cycle */ void EngineChannel::ImportEvents(uint Samples) { RingBuffer::NonVolatileReader eventQueueReader = pEventQueue->get_non_volatile_reader(); Event* pEvent; while (true) { // get next event from input event queue if (!(pEvent = eventQueueReader.pop())) break; // if younger event reached, ignore that and all subsequent ones for now if (pEvent->FragmentPos() >= Samples) { eventQueueReader--; dmsg(2,("Younger Event, pos=%d ,Samples=%d!\n",pEvent->FragmentPos(),Samples)); pEvent->ResetFragmentPos(); break; } // copy event to internal event list if (pEvents->poolIsEmpty()) { dmsg(1,("Event pool emtpy!\n")); break; } *pEvents->allocAppend() = *pEvent; } eventQueueReader.free(); // free all copied events from input queue } float EngineChannel::Volume() { return GlobalVolume; } void EngineChannel::Volume(float f) { GlobalVolume = f; bStatusChanged = true; // status of engine channel has changed, so set notify flag } uint EngineChannel::Channels() { return 2; } String EngineChannel::InstrumentFileName() { return InstrumentFile; } String EngineChannel::InstrumentName() { return InstrumentIdxName; } int EngineChannel::InstrumentIndex() { return InstrumentIdx; } int EngineChannel::InstrumentStatus() { return InstrumentStat; } String EngineChannel::EngineName() { return LS_GIG_ENGINE_NAME; } }} // namespace LinuxSampler::gig