Mercurial > hg > svapp
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 |
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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; }