view audio/ContinuousSynth.cpp @ 588:d122d3595a32

Store aggregate models in the document and release them when they are invalidated (because their components have been released). They're no longer leaked, but we still don't save them in the session file.
author Chris Cannam
date Mon, 27 Feb 2017 16:26:37 +0000
parents 56acd9368532
children
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/* -*- 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 "system/System.h"

#include <cmath>

ContinuousSynth::ContinuousSynth(int channels, sv_samplerate_t sampleRate, sv_frame_t blockSize, int waveType) :
    m_channels(channels),
    m_sampleRate(sampleRate),
    m_blockSize(blockSize),
    m_prevF0(-1.0),
    m_phase(0.0),
    m_wavetype(waveType) // 0: 3 sinusoids, 1: 1 sinusoid, 2: sawtooth, 3: square
{
}

ContinuousSynth::~ContinuousSynth()
{
}

void
ContinuousSynth::reset()
{
    m_phase = 0;
}

void
ContinuousSynth::mix(float **toBuffers, float gain, float pan, float f0f)
{
    double f0(f0f);
    if (f0 == 0.0) f0 = m_prevF0;

    bool wasOn = (m_prevF0 > 0.0);
    bool nowOn = (f0 > 0.0);

    if (!nowOn && !wasOn) {
        m_phase = 0;
        return;
    }

    sv_frame_t fadeLength = 100;

    float *levels = new float[m_channels];
    
    for (int c = 0; c < m_channels; ++c) {
        levels[c] = gain * 0.5f; // scale gain otherwise too loud compared to source
    }
    if (pan != 0.0 && m_channels == 2) {
        levels[0] *= 1.0f - pan;
        levels[1] *= pan + 1.0f;
    }

//    cerr << "ContinuousSynth::mix: f0 = " << f0 << " (from " << m_prevF0 << "), phase = " << m_phase << endl;

    for (sv_frame_t i = 0; i < m_blockSize; ++i) {

        double fHere = (nowOn ? f0 : m_prevF0);

        if (wasOn && nowOn && (f0 != m_prevF0) && (i < fadeLength)) {
            // interpolate the frequency shift
            fHere = m_prevF0 + ((f0 - m_prevF0) * double(i)) / double(fadeLength);
        }

        double phasor = (fHere * 2 * M_PI) / m_sampleRate;
    
        m_phase = m_phase + phasor;

        int harmonics = int((m_sampleRate / 4) / fHere - 1);
        if (harmonics < 1) harmonics = 1;

        switch (m_wavetype) {
        case 1:
            harmonics = 1;
            break;
        case 2:
            break;
        case 3:
            break;
        default:
            harmonics = 3;
            break;
        }

        for (int h = 0; h < harmonics; ++h) {

            double v = 0;
            double hn = 0;
            double hp = 0;

            switch (m_wavetype) {
            case 1: // single sinusoid
                v = sin(m_phase);
                break;
            case 2: // sawtooth
                if (h != 0) {
                    hn = h + 1;
                    hp = m_phase * hn;
                    v = -(1.0 / M_PI) * sin(hp) / hn;
                } else {
                    v = 0.5;
                }
                break;
            case 3: // square
                hn = h*2 + 1;
                hp = m_phase * hn;
                v = sin(hp) / hn;
                break;
            default: // 3 sinusoids
                hn = h + 1;
                hp = m_phase * hn;
                v = sin(hp) / hn;
                break;
            }

            if (!wasOn && i < fadeLength) {
                // fade in
                v = v * (double(i) / double(fadeLength));
            } else if (!nowOn) {
                // fade out
                if (i > fadeLength) v = 0;
                else v = v * (1.0 - (double(i) / double(fadeLength)));
            }

            for (int c = 0; c < m_channels; ++c) {
                toBuffers[c][i] += float(levels[c] * v);
            }
        }
    }    

    m_prevF0 = f0;

    delete[] levels;
}