25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
216 lines
9.9 KiB
C++
216 lines
9.9 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Derive from this class to create a basic audio generator capable of MPE.
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Implement the callbacks of MPEInstrument::Listener (noteAdded, notePressureChanged
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etc.) to let your audio generator know that MPE notes were triggered, modulated,
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or released. What to do inside them, and how that influences your audio generator,
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is up to you!
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This class uses an instance of MPEInstrument internally to handle the MPE
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note state logic.
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This class is a very low-level base class for an MPE instrument. If you need
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something more sophisticated, have a look at MPESynthesiser. This class extends
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MPESynthesiserBase by adding the concept of voices that can play notes,
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a voice stealing algorithm, and much more.
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@see MPESynthesiser, MPEInstrument
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@tags{Audio}
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*/
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struct JUCE_API MPESynthesiserBase : public MPEInstrument::Listener
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{
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public:
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//==============================================================================
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/** Constructor. */
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MPESynthesiserBase();
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/** Constructor.
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If you use this constructor, the synthesiser will take ownership of the
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provided instrument object, and will use it internally to handle the
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MPE note state logic.
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This is useful if you want to use an instance of your own class derived
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from MPEInstrument for the MPE logic.
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*/
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MPESynthesiserBase (MPEInstrument* instrument);
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//==============================================================================
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/** Returns the synthesiser's internal MPE zone layout.
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This happens by value, to enforce thread-safety and class invariants.
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*/
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MPEZoneLayout getZoneLayout() const noexcept;
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/** Re-sets the synthesiser's internal MPE zone layout to the one passed in.
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As a side effect, this will discard all currently playing notes,
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call noteReleased for all of them, and disable legacy mode (if previously enabled).
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*/
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void setZoneLayout (MPEZoneLayout newLayout);
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//==============================================================================
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/** Tells the synthesiser what the sample rate is for the audio it's being
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used to render.
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*/
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virtual void setCurrentPlaybackSampleRate (double sampleRate);
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/** Returns the current target sample rate at which rendering is being done.
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Subclasses may need to know this so that they can pitch things correctly.
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*/
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double getSampleRate() const noexcept { return sampleRate; }
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//==============================================================================
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/** Creates the next block of audio output.
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Call this to make sound. This will chop up the AudioBuffer into subBlock
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pieces separated by events in the MIDI buffer, and then call
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renderNextSubBlock on each one of them. In between you will get calls
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to noteAdded/Changed/Finished, where you can update parameters that
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depend on those notes to use for your audio rendering.
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@param outputAudio Buffer into which audio will be rendered
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@param inputMidi MIDI events to process
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@param startSample The first sample to process in both buffers
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@param numSamples The number of samples to process
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*/
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template <typename floatType>
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void renderNextBlock (AudioBuffer<floatType>& outputAudio,
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const MidiBuffer& inputMidi,
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int startSample,
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int numSamples);
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//==============================================================================
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/** Handle incoming MIDI events (called from renderNextBlock).
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The default implementation provided here simply forwards everything
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to MPEInstrument::processNextMidiEvent, where it is used to update the
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MPE notes, zones etc. MIDI messages not relevant for MPE are ignored.
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This method can be overridden if you need to do custom MIDI handling
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on top of MPE. The MPESynthesiser class overrides this to implement
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callbacks for MIDI program changes and non-MPE-related MIDI controller
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messages.
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*/
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virtual void handleMidiEvent (const MidiMessage&);
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//==============================================================================
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/** Sets a minimum limit on the size to which audio sub-blocks will be divided when rendering.
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When rendering, the audio blocks that are passed into renderNextBlock() will be split up
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into smaller blocks that lie between all the incoming midi messages, and it is these smaller
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sub-blocks that are rendered with multiple calls to renderVoices().
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Obviously in a pathological case where there are midi messages on every sample, then
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renderVoices() could be called once per sample and lead to poor performance, so this
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setting allows you to set a lower limit on the block size.
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The default setting is 32, which means that midi messages are accurate to about < 1ms
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accuracy, which is probably fine for most purposes, but you may want to increase or
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decrease this value for your synth.
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If shouldBeStrict is true, the audio sub-blocks will strictly never be smaller than numSamples.
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If shouldBeStrict is false (default), the first audio sub-block in the buffer is allowed
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to be smaller, to make sure that the first MIDI event in a buffer will always be sample-accurate
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(this can sometimes help to avoid quantisation or phasing issues).
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*/
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void setMinimumRenderingSubdivisionSize (int numSamples, bool shouldBeStrict = false) noexcept;
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//==============================================================================
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/** Puts the synthesiser into legacy mode.
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@param pitchbendRange The note pitchbend range in semitones to use when in legacy mode.
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Must be between 0 and 96, otherwise behaviour is undefined.
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The default pitchbend range in legacy mode is +/- 2 semitones.
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@param channelRange The range of MIDI channels to use for notes when in legacy mode.
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The default is to use all MIDI channels (1-16).
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To get out of legacy mode, set a new MPE zone layout using setZoneLayout.
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*/
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void enableLegacyMode (int pitchbendRange = 2,
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Range<int> channelRange = Range<int> (1, 17));
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/** Returns true if the instrument is in legacy mode, false otherwise. */
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bool isLegacyModeEnabled() const noexcept;
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/** Returns the range of MIDI channels (1-16) to be used for notes when in legacy mode. */
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Range<int> getLegacyModeChannelRange() const noexcept;
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/** Re-sets the range of MIDI channels (1-16) to be used for notes when in legacy mode. */
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void setLegacyModeChannelRange (Range<int> channelRange);
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/** Returns the pitchbend range in semitones (0-96) to be used for notes when in legacy mode. */
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int getLegacyModePitchbendRange() const noexcept;
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/** Re-sets the pitchbend range in semitones (0-96) to be used for notes when in legacy mode. */
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void setLegacyModePitchbendRange (int pitchbendRange);
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//==============================================================================
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using TrackingMode = MPEInstrument::TrackingMode;
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/** Set the MPE tracking mode for the pressure dimension. */
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void setPressureTrackingMode (TrackingMode modeToUse);
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/** Set the MPE tracking mode for the pitchbend dimension. */
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void setPitchbendTrackingMode (TrackingMode modeToUse);
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/** Set the MPE tracking mode for the timbre dimension. */
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void setTimbreTrackingMode (TrackingMode modeToUse);
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protected:
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//==============================================================================
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/** Implement this method to render your audio inside.
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@see renderNextBlock
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*/
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virtual void renderNextSubBlock (AudioBuffer<float>& outputAudio,
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int startSample,
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int numSamples) = 0;
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/** Implement this method if you want to render 64-bit audio as well;
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otherwise leave blank.
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*/
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virtual void renderNextSubBlock (AudioBuffer<double>& /*outputAudio*/,
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int /*startSample*/,
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int /*numSamples*/) {}
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protected:
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//==============================================================================
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/** @internal */
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std::unique_ptr<MPEInstrument> instrument;
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private:
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//==============================================================================
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CriticalSection noteStateLock;
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double sampleRate = 0.0;
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int minimumSubBlockSize = 32;
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bool subBlockSubdivisionIsStrict = false;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MPESynthesiserBase)
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};
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} // namespace juce
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