/*************************************************************************** * * * LinuxSampler - modular, streaming capable sampler * * * * Copyright (C) 2003 by Benno Senoner and 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 * ***************************************************************************/ #ifndef __VOICE_H__ #define __VOICE_H__ #include "global.h" #include "diskthread.h" #include "ringbuffer.h" #include "stream.h" #include "gig.h" #include "eg_vca.h" #include "rtelmemorypool.h" #include "audiothread.h" #define MAX_PITCH 4 //FIXME: at the moment in octaves, should be changed into semitones #define USE_LINEAR_INTERPOLATION 1 ///< set to 0 if you prefer cubic interpolation (slower, better quality) class Voice { public: // Attributes int MIDIKey; ///< MIDI key number of the key that triggered the voice uint ReleaseVelocity; ///< Reflects the release velocity value if a note-off command arrived for the voice. // Static Attributes static DiskThread* pDiskThread; ///< Pointer to the disk thread, to be able to order a disk stream and later to delete the stream again static AudioThread* pEngine; ///< Pointer to the engine, to be able to access the event lists. // Methods Voice(); ~Voice(); void Kill(); void Render(uint Samples); int Trigger(ModulationSystem::Event* pNoteOnEvent, int Pitch, gig::Instrument* pInstrument); inline bool IsActive() { return Active; } inline void SetOutputLeft(float* pOutput, uint MaxSamplesPerCycle) { this->pOutputLeft = pOutput; this->MaxSamplesPerCycle = MaxSamplesPerCycle; } inline void SetOutputRight(float* pOutput, uint MaxSamplesPerCycle) { this->pOutputRight = pOutput; this->MaxSamplesPerCycle = MaxSamplesPerCycle; } private: // Types enum playback_state_t { playback_state_ram, playback_state_disk, playback_state_end }; // Attributes float Volume; ///< Volume level of the voice float* pOutputLeft; ///< Audio output buffer (left channel) float* pOutputRight; ///< Audio output buffer (right channel) uint MaxSamplesPerCycle; ///< Size of each audio output buffer double Pos; ///< Current playback position in sample double Pitch; ///< Current pitch depth (number of sample points to move on with each render step) gig::Sample* pSample; ///< Pointer to the sample to be played back gig::Region* pRegion; ///< Pointer to the articulation information of the respective keyboard region of this voice bool Active; ///< If this voice object is currently in usage playback_state_t PlaybackState; ///< When a sample will be triggered, it will be first played from RAM cache and after a couple of sample points it will switch to disk streaming and at the end of a disk stream we have to add null samples, so the interpolator can do it's work correctly bool DiskVoice; ///< If the sample is very short it completely fits into the RAM cache and doesn't need to be streamed from disk, in that case this flag is set to false Stream::reference_t DiskStreamRef; ///< Reference / link to the disk stream unsigned long MaxRAMPos; ///< The upper allowed limit (not actually the end) in the RAM sample cache, after that point it's not safe to chase the interpolator another time over over the current cache position, instead we switch to disk then. bool RAMLoop; ///< If this voice has a loop defined which completely fits into the cached RAM part of the sample, in this case we handle the looping within the voice class, else if the loop is located in the disk stream part, we let the disk stream handle the looping int LoopCyclesLeft; ///< In case there is a RAMLoop and it's not an endless loop; reflects number of loop cycles left to be passed uint Delay; ///< Number of sample points the rendering process of this voice should be delayed (jitter correction), will be set to 0 after the first audio fragment cycle EG_VCA EG1; ModulationSystem::Event* pTriggerEvent; ///< First event on the key's list the voice should process (only needed for the first audio fragment in which voice was triggered, after that it will be set to NULL). // Methods void ProcessEvents(uint Samples); void Interpolate(uint Samples, sample_t* pSrc, uint Skip); void InterpolateAndLoop(uint Samples, sample_t* pSrc, uint Skip); inline void InterpolateOneStep_Stereo(sample_t* pSrc, int& i, float& effective_volume, float& pitch) { int pos_int = double_to_int(this->Pos); // integer position float pos_fract = this->Pos - pos_int; // fractional part of position pos_int <<= 1; #if USE_LINEAR_INTERPOLATION // left channel this->pOutputLeft[i] += effective_volume * (pSrc[pos_int] + pos_fract * (pSrc[pos_int+2] - pSrc[pos_int])); // right channel this->pOutputRight[i++] += effective_volume * (pSrc[pos_int+1] + pos_fract * (pSrc[pos_int+3] - pSrc[pos_int+1])); #else // polynomial interpolation // calculate left channel float xm1 = pSrc[pos_int]; float x0 = pSrc[pos_int+2]; float x1 = pSrc[pos_int+4]; float x2 = pSrc[pos_int+6]; float a = (3 * (x0 - x1) - xm1 + x2) / 2; float b = 2 * x1 + xm1 - (5 * x0 + x2) / 2; float c = (x1 - xm1) / 2; this->pOutputLeft[i] += effective_volume * ((((a * pos_fract) + b) * pos_fract + c) * pos_fract + x0); //calculate right channel xm1 = pSrc[pos_int+1]; x0 = pSrc[pos_int+3]; x1 = pSrc[pos_int+5]; x2 = pSrc[pos_int+7]; a = (3 * (x0 - x1) - xm1 + x2) / 2; b = 2 * x1 + xm1 - (5 * x0 + x2) / 2; c = (x1 - xm1) / 2; this->pOutputRight[i++] += effective_volume * ((((a * pos_fract) + b) * pos_fract + c) * pos_fract + x0); #endif // USE_LINEAR_INTERPOLATION this->Pos += pitch; } inline void InterpolateOneStep_Mono(sample_t* pSrc, int& i, float& effective_volume, float& pitch) { int pos_int = double_to_int(this->Pos); // integer position float pos_fract = this->Pos - pos_int; // fractional part of position #if USE_LINEAR_INTERPOLATION float sample_point = effective_volume * (pSrc[pos_int] + pos_fract * (pSrc[pos_int+1] - pSrc[pos_int])); #else // polynomial interpolation float xm1 = pSrc[pos_int]; float x0 = pSrc[pos_int+1]; float x1 = pSrc[pos_int+2]; float x2 = pSrc[pos_int+3]; float a = (3 * (x0 - x1) - xm1 + x2) / 2; float b = 2 * x1 + xm1 - (5 * x0 + x2) / 2; float c = (x1 - xm1) / 2; float sample_point = effective_volume * ((((a * pos_fract) + b) * pos_fract + c) * pos_fract + x0); #endif // USE_LINEAR_INTERPOLATION this->pOutputLeft[i] += sample_point; this->pOutputRight[i++] += sample_point; this->Pos += pitch; } inline int double_to_int(double f) { #if ARCH_X86 int i; __asm__ ("fistl %0" : "=m"(i) : "st"(f - 0.5) ); return i; #else return (int) f; #endif // ARCH_X86 } }; #endif // __VOICE_H__