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PatternPlayer.cpp
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PatternPlayer.cpp
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#include "PatternPlayer.h"
void PatternPlayer::init(const PatternScenePtr& a_scene, ScriptEnginePtr& a_engine)
{
Q_ASSERT( m_scene.isNull() && !a_scene.isNull() );
Q_ASSERT( m_engine.isNull() && !a_engine.isNull() );
m_scene = a_scene;
m_engine = a_engine;
}
int PatternPlayer::sampleCount() const
{
PatternSelection selection = sizeLimitedSelection();
const Frame frames = selection.isValid() ? selection.size() : m_scene->size();
return frames * Properties::Sound::SamplesPerFrame;
}
void PatternPlayer::stop()
{
m_position = 0.0;
m_states.clear();
}
void PatternPlayer::reset()
{
stop();
m_selection.invalidate();
}
void PatternPlayer::generateSound(char* a_buffer, qint64 a_size)
{
// Prepare sound buffer
std::fill_n(a_buffer, a_size, 0);
Q_ASSERT(a_size%Properties::Sound::BytesPerSample == 0);
a_size /= Properties::Sound::BytesPerSample;
m_output = reinterpret_cast<Sample*>(a_buffer);
Q_ASSERT(a_size < std::numeric_limits<int>::max() );
Sample samples_to_write = static_cast<int>(a_size);
// Fill sound buffer block by block
const auto [count, first, last] = samplesToPlay();
Q_ASSERT(count >= 0);
if (count == 0)
return;
if (m_position > last)
m_position = first;
if (m_position < first)
m_position = first;
while (samples_to_write > 0)
{
const int samples_left = count-(m_position-first);
Q_ASSERT(samples_left > 0);
int block_samples = samples_to_write;
if (block_samples > samples_left)
block_samples = samples_left;
processWindow(m_position, m_position + block_samples - 1);
m_position += block_samples;
Q_ASSERT(m_position <= last + 1);
if (m_position == last + 1)
m_position = first;
samples_to_write -= block_samples;
m_output += block_samples;
Q_ASSERT(samples_to_write >= 0);
}
}
void PatternPlayer::onSelectionChanged(const PatternSelection& a_selection)
{
m_selection = a_selection;
}
PatternSelection PatternPlayer::sizeLimitedSelection() const
{
const Frame scene_last_frame = m_scene->size() - 1;
Frame first = m_selection.first();
Frame last = m_selection.last();
if (first > scene_last_frame &&
last > scene_last_frame)
// Completely outside of the scene
return PatternSelection();
if (first > scene_last_frame)
first = scene_last_frame;
if (last > scene_last_frame)
last = scene_last_frame;
return PatternSelection(first, last);
}
std::tuple<int,int,int> PatternPlayer::samplesToPlay() const
{
PatternSelection selection = sizeLimitedSelection();
const int count = sampleCount();
if (selection.isValid())
{
const int first = Properties::Sound::SamplesPerFrame* selection.first();
return std::tuple<int,int,int>(count, first, first+count-1);
}
return std::tuple<int,int,int>(count, 0, count-1);
}
void PatternPlayer::processWindow(const int a_first_sample, const int a_last_sample)
{
Q_ASSERT(a_first_sample <= a_last_sample);
const int window_first_frame = a_first_sample/Properties::Sound::SamplesPerFrame;
const int window_last_frame = a_last_sample /Properties::Sound::SamplesPerFrame;
auto items = m_scene->items(window_first_frame, window_last_frame);
QSet<PatternItem*> unused_state_keys = QSet<PatternItem*>::fromList( m_states.keys() );
// Precess each pattern item frame by frame
for (PatternItem* item: items)
{
unused_state_keys.remove(item);
int item_first_frame = item->frame();
int item_last_frame = item->frame() + item->size()-1;
if (item_first_frame < window_first_frame)
item_first_frame = window_first_frame;
if (item_last_frame > window_last_frame)
item_last_frame = window_last_frame;
for (int frame = item_first_frame; frame <= item_last_frame; frame++)
{
States::Iterator state_iter = m_states.find(item);
if (state_iter == m_states.end())
state_iter = m_states.insert(item, ItemState());
ItemState& state = state_iter.value();
SynthMode mode = m_engine->run(item, frame-item->frame());
const double frequency = Properties::Piano::frequency(item->key()+mode.pitch());
const bool same_frame = (state.frame == frame);
if (!same_frame)
{
SynthPtr synth = SynthFactory::create(mode);
if (!synth.isNull())
{
synth->generate(state.phase, frequency);
for (int sample = 0; sample < Properties::Sound::SamplesPerFrame; sample++)
state.data[sample] = synth->value(sample) * std::numeric_limits<Sample>::max();
}
}
int frame_first_sample = (frame+0)*Properties::Sound::SamplesPerFrame;
int frame_last_sample = (frame+1)*Properties::Sound::SamplesPerFrame-1;
if (frame_first_sample < a_first_sample)
frame_first_sample = a_first_sample;
if (frame_last_sample > a_last_sample)
frame_last_sample = a_last_sample;
for (int sample = frame_first_sample; sample <= frame_last_sample; sample++)
{
int output_sample_index = sample-a_first_sample;
int input_sample_index = sample%Properties::Sound::SamplesPerFrame;
Q_ASSERT(output_sample_index >= 0);
float volume =
mode.volumeFrom() +
input_sample_index*
(mode.volumeTo()-mode.volumeFrom())
/
(Properties::Sound::SamplesPerFrame-1);
volume *= Properties::Sound::MainVolume;
float value = volume*state.data[input_sample_index];
m_output[output_sample_index] += static_cast<Sample>(value);
}
if (!same_frame)
{
state.phase += frequency/Properties::Core::FramesPerSecond;
state.phase = fmod(state.phase, 1.0);
state.frame = frame;
}
}
}
// Delete unused states
for (auto key: unused_state_keys)
m_states.remove(key);
}