Mercurial > hg > svapp
diff audioio/ContinuousSynth.cpp @ 313:58582119c92a tonioni
Add a basic continuous synth implementation (simple sinusoids only, no gaps)
author | Chris Cannam |
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date | Wed, 08 Jan 2014 13:07:22 +0000 |
parents | |
children | 65b75e23bbd5 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/audioio/ContinuousSynth.cpp Wed Jan 08 13:07:22 2014 +0000 @@ -0,0 +1,93 @@ +/* -*- c-basic-offset: 4 indent-tabs-mode: nil -*- vi:set ts=8 sts=4 sw=4: */ + +/* + Sonic Visualiser + An audio file viewer and annotation editor. + Centre for Digital Music, Queen Mary, University of London. + + 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. See the file + COPYING included with this distribution for more information. +*/ + +#include "ContinuousSynth.h" + +#include "base/Debug.h" + +#include <cmath> + +ContinuousSynth::ContinuousSynth(int channels, int sampleRate, int blockSize) : + m_channels(channels), + m_sampleRate(sampleRate), + m_blockSize(blockSize), + m_prevF0(-1.f), + m_phase(0.0) +{ +} + +ContinuousSynth::~ContinuousSynth() +{ +} + +void +ContinuousSynth::reset() +{ + m_phase = 0; +} + +void +ContinuousSynth::mix(float **toBuffers, float gain, float pan, float f0) +{ + if (f0 == 0.f) f0 = m_prevF0; + + bool wasOn = (m_prevF0 > 0.f); + bool nowOn = (f0 > 0.f); + + if (!nowOn && !wasOn) { + m_phase = 0; + return; + } + + int fadeLength = 20; // samples + + float *levels = new float[m_channels]; + + for (int c = 0; c < m_channels; ++c) { + levels[c] = gain; + } + if (pan != 0.0 && m_channels == 2) { + levels[0] *= 1.0 - pan; + levels[1] *= pan + 1.0; + } + + double phasor = (f0 * 2 * M_PI) / m_sampleRate; + double p = m_phase; + + cerr << "ContinuousSynth::mix: f0 = " << f0 << " (from " << m_prevF0 << "), phase = " << m_phase << ", phasor = " << phasor << endl; + + for (int i = 0; i < m_blockSize; ++i) { + + p = m_phase + i * phasor; + + double v = sin(p); + + if (!wasOn && i < fadeLength) { // fade in + v = v * (i / double(fadeLength)); + } else if (!nowOn) { + if (i > fadeLength) v = 0; + else v = v * (1.0 - (i / double(fadeLength))); + } + + for (int c = 0; c < m_channels; ++c) { + toBuffers[c][i] += levels[c] * v; + } + } + + m_prevF0 = f0; + m_phase = p; + + delete[] levels; +} +