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"
638 lines
28 KiB
C++
638 lines
28 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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Describes one of the sounds that a Synthesiser can play.
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A synthesiser can contain one or more sounds, and a sound can choose which
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midi notes and channels can trigger it.
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The SynthesiserSound is a passive class that just describes what the sound is -
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the actual audio rendering for a sound is done by a SynthesiserVoice. This allows
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more than one SynthesiserVoice to play the same sound at the same time.
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@see Synthesiser, SynthesiserVoice
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@tags{Audio}
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*/
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class JUCE_API SynthesiserSound : public ReferenceCountedObject
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{
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protected:
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//==============================================================================
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SynthesiserSound();
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public:
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/** Destructor. */
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~SynthesiserSound() override;
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//==============================================================================
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/** Returns true if this sound should be played when a given midi note is pressed.
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The Synthesiser will use this information when deciding which sounds to trigger
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for a given note.
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*/
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virtual bool appliesToNote (int midiNoteNumber) = 0;
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/** Returns true if the sound should be triggered by midi events on a given channel.
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The Synthesiser will use this information when deciding which sounds to trigger
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for a given note.
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*/
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virtual bool appliesToChannel (int midiChannel) = 0;
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/** The class is reference-counted, so this is a handy pointer class for it. */
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using Ptr = ReferenceCountedObjectPtr<SynthesiserSound>;
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private:
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//==============================================================================
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JUCE_LEAK_DETECTOR (SynthesiserSound)
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};
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//==============================================================================
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/**
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Represents a voice that a Synthesiser can use to play a SynthesiserSound.
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A voice plays a single sound at a time, and a synthesiser holds an array of
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voices so that it can play polyphonically.
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@see Synthesiser, SynthesiserSound
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@tags{Audio}
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*/
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class JUCE_API SynthesiserVoice
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{
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public:
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//==============================================================================
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/** Creates a voice. */
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SynthesiserVoice();
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/** Destructor. */
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virtual ~SynthesiserVoice();
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//==============================================================================
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/** Returns the midi note that this voice is currently playing.
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Returns a value less than 0 if no note is playing.
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*/
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int getCurrentlyPlayingNote() const noexcept { return currentlyPlayingNote; }
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/** Returns the sound that this voice is currently playing.
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Returns nullptr if it's not playing.
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*/
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SynthesiserSound::Ptr getCurrentlyPlayingSound() const noexcept { return currentlyPlayingSound; }
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/** Must return true if this voice object is capable of playing the given sound.
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If there are different classes of sound, and different classes of voice, a voice can
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choose which ones it wants to take on.
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A typical implementation of this method may just return true if there's only one type
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of voice and sound, or it might check the type of the sound object passed-in and
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see if it's one that it understands.
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*/
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virtual bool canPlaySound (SynthesiserSound*) = 0;
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/** Called to start a new note.
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This will be called during the rendering callback, so must be fast and thread-safe.
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*/
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virtual void startNote (int midiNoteNumber,
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float velocity,
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SynthesiserSound* sound,
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int currentPitchWheelPosition) = 0;
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/** Called to stop a note.
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This will be called during the rendering callback, so must be fast and thread-safe.
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The velocity indicates how quickly the note was released - 0 is slowly, 1 is quickly.
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If allowTailOff is false or the voice doesn't want to tail-off, then it must stop all
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sound immediately, and must call clearCurrentNote() to reset the state of this voice
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and allow the synth to reassign it another sound.
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If allowTailOff is true and the voice decides to do a tail-off, then it's allowed to
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begin fading out its sound, and it can stop playing until it's finished. As soon as it
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finishes playing (during the rendering callback), it must make sure that it calls
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clearCurrentNote().
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*/
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virtual void stopNote (float velocity, bool allowTailOff) = 0;
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/** Returns true if this voice is currently busy playing a sound.
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By default this just checks the getCurrentlyPlayingNote() value, but can
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be overridden for more advanced checking.
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*/
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virtual bool isVoiceActive() const;
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/** Called to let the voice know that the pitch wheel has been moved.
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This will be called during the rendering callback, so must be fast and thread-safe.
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*/
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virtual void pitchWheelMoved (int newPitchWheelValue) = 0;
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/** Called to let the voice know that a midi controller has been moved.
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This will be called during the rendering callback, so must be fast and thread-safe.
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*/
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virtual void controllerMoved (int controllerNumber, int newControllerValue) = 0;
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/** Called to let the voice know that the aftertouch has changed.
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This will be called during the rendering callback, so must be fast and thread-safe.
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*/
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virtual void aftertouchChanged (int newAftertouchValue);
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/** Called to let the voice know that the channel pressure has changed.
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This will be called during the rendering callback, so must be fast and thread-safe.
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*/
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virtual void channelPressureChanged (int newChannelPressureValue);
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//==============================================================================
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/** Renders the next block of data for this voice.
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The output audio data must be added to the current contents of the buffer provided.
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Only the region of the buffer between startSample and (startSample + numSamples)
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should be altered by this method.
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If the voice is currently silent, it should just return without doing anything.
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If the sound that the voice is playing finishes during the course of this rendered
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block, it must call clearCurrentNote(), to tell the synthesiser that it has finished.
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The size of the blocks that are rendered can change each time it is called, and may
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involve rendering as little as 1 sample at a time. In between rendering callbacks,
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the voice's methods will be called to tell it about note and controller events.
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*/
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virtual void renderNextBlock (AudioBuffer<float>& outputBuffer,
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int startSample,
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int numSamples) = 0;
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/** A double-precision version of renderNextBlock() */
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virtual void renderNextBlock (AudioBuffer<double>& outputBuffer,
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int startSample,
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int numSamples);
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/** Changes the voice's reference sample rate.
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The rate is set so that subclasses know the output rate and can set their pitch
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accordingly.
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This method is called by the synth, and subclasses can access the current rate with
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the currentSampleRate member.
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*/
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virtual void setCurrentPlaybackSampleRate (double newRate);
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/** Returns true if the voice is currently playing a sound which is mapped to the given
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midi channel.
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If it's not currently playing, this will return false.
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*/
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virtual bool isPlayingChannel (int midiChannel) const;
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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 currentSampleRate; }
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/** Returns true if the key that triggered this voice is still held down.
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Note that the voice may still be playing after the key was released (e.g because the
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sostenuto pedal is down).
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*/
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bool isKeyDown() const noexcept { return keyIsDown; }
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/** Allows you to modify the flag indicating that the key that triggered this voice is still held down.
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@see isKeyDown
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*/
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void setKeyDown (bool isNowDown) noexcept { keyIsDown = isNowDown; }
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/** Returns true if the sustain pedal is currently active for this voice. */
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bool isSustainPedalDown() const noexcept { return sustainPedalDown; }
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/** Modifies the sustain pedal flag. */
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void setSustainPedalDown (bool isNowDown) noexcept { sustainPedalDown = isNowDown; }
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/** Returns true if the sostenuto pedal is currently active for this voice. */
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bool isSostenutoPedalDown() const noexcept { return sostenutoPedalDown; }
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/** Modifies the sostenuto pedal flag. */
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void setSostenutoPedalDown (bool isNowDown) noexcept { sostenutoPedalDown = isNowDown; }
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/** Returns true if a voice is sounding in its release phase **/
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bool isPlayingButReleased() const noexcept
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{
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return isVoiceActive() && ! (isKeyDown() || isSostenutoPedalDown() || isSustainPedalDown());
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}
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/** Returns true if this voice started playing its current note before the other voice did. */
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bool wasStartedBefore (const SynthesiserVoice& other) const noexcept;
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protected:
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/** Resets the state of this voice after a sound has finished playing.
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The subclass must call this when it finishes playing a note and becomes available
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to play new ones.
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It must either call it in the stopNote() method, or if the voice is tailing off,
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then it should call it later during the renderNextBlock method, as soon as it
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finishes its tail-off.
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It can also be called at any time during the render callback if the sound happens
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to have finished, e.g. if it's playing a sample and the sample finishes.
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*/
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void clearCurrentNote();
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private:
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//==============================================================================
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friend class Synthesiser;
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double currentSampleRate = 44100.0;
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int currentlyPlayingNote = -1, currentPlayingMidiChannel = 0;
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uint32 noteOnTime = 0;
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SynthesiserSound::Ptr currentlyPlayingSound;
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bool keyIsDown = false, sustainPedalDown = false, sostenutoPedalDown = false;
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AudioBuffer<float> tempBuffer;
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JUCE_LEAK_DETECTOR (SynthesiserVoice)
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};
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//==============================================================================
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/**
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Base class for a musical device that can play sounds.
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To create a synthesiser, you'll need to create a subclass of SynthesiserSound
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to describe each sound available to your synth, and a subclass of SynthesiserVoice
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which can play back one of these sounds.
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Then you can use the addVoice() and addSound() methods to give the synthesiser a
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set of sounds, and a set of voices it can use to play them. If you only give it
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one voice it will be monophonic - the more voices it has, the more polyphony it'll
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have available.
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Then repeatedly call the renderNextBlock() method to produce the audio. Any midi
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events that go in will be scanned for note on/off messages, and these are used to
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start and stop the voices playing the appropriate sounds.
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While it's playing, you can also cause notes to be triggered by calling the noteOn(),
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noteOff() and other controller methods.
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Before rendering, be sure to call the setCurrentPlaybackSampleRate() to tell it
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what the target playback rate is. This value is passed on to the voices so that
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they can pitch their output correctly.
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@tags{Audio}
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*/
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class JUCE_API Synthesiser
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{
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public:
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//==============================================================================
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/** Creates a new synthesiser.
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You'll need to add some sounds and voices before it'll make any sound.
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*/
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Synthesiser();
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/** Destructor. */
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virtual ~Synthesiser();
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//==============================================================================
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/** Deletes all voices. */
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void clearVoices();
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/** Returns the number of voices that have been added. */
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int getNumVoices() const noexcept { return voices.size(); }
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/** Returns one of the voices that have been added. */
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SynthesiserVoice* getVoice (int index) const;
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/** Adds a new voice to the synth.
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All the voices should be the same class of object and are treated equally.
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The object passed in will be managed by the synthesiser, which will delete
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it later on when no longer needed. The caller should not retain a pointer to the
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voice.
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*/
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SynthesiserVoice* addVoice (SynthesiserVoice* newVoice);
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/** Deletes one of the voices. */
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void removeVoice (int index);
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//==============================================================================
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/** Deletes all sounds. */
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void clearSounds();
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/** Returns the number of sounds that have been added to the synth. */
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int getNumSounds() const noexcept { return sounds.size(); }
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/** Returns one of the sounds. */
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SynthesiserSound::Ptr getSound (int index) const noexcept { return sounds[index]; }
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/** Adds a new sound to the synthesiser.
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The object passed in is reference counted, so will be deleted when the
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synthesiser and all voices are no longer using it.
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*/
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SynthesiserSound* addSound (const SynthesiserSound::Ptr& newSound);
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/** Removes and deletes one of the sounds. */
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void removeSound (int index);
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//==============================================================================
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/** If set to true, then the synth will try to take over an existing voice if
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it runs out and needs to play another note.
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The value of this boolean is passed into findFreeVoice(), so the result will
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depend on the implementation of this method.
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*/
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void setNoteStealingEnabled (bool shouldStealNotes);
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/** Returns true if note-stealing is enabled.
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@see setNoteStealingEnabled
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*/
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bool isNoteStealingEnabled() const noexcept { return shouldStealNotes; }
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//==============================================================================
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/** Triggers a note-on event.
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The default method here will find all the sounds that want to be triggered by
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this note/channel. For each sound, it'll try to find a free voice, and use the
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voice to start playing the sound.
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Subclasses might want to override this if they need a more complex algorithm.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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The midiChannel parameter is the channel, between 1 and 16 inclusive.
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*/
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virtual void noteOn (int midiChannel,
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int midiNoteNumber,
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float velocity);
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/** Triggers a note-off event.
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This will turn off any voices that are playing a sound for the given note/channel.
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If allowTailOff is true, the voices will be allowed to fade out the notes gracefully
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(if they can do). If this is false, the notes will all be cut off immediately.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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The midiChannel parameter is the channel, between 1 and 16 inclusive.
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*/
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virtual void noteOff (int midiChannel,
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int midiNoteNumber,
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float velocity,
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bool allowTailOff);
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/** Turns off all notes.
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This will turn off any voices that are playing a sound on the given midi channel.
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If midiChannel is 0 or less, then all voices will be turned off, regardless of
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which channel they're playing. Otherwise it represents a valid midi channel, from
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1 to 16 inclusive.
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If allowTailOff is true, the voices will be allowed to fade out the notes gracefully
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(if they can do). If this is false, the notes will all be cut off immediately.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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*/
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virtual void allNotesOff (int midiChannel,
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bool allowTailOff);
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/** Sends a pitch-wheel message to any active voices.
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This will send a pitch-wheel message to any voices that are playing sounds on
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the given midi channel.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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@param midiChannel the midi channel, from 1 to 16 inclusive
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@param wheelValue the wheel position, from 0 to 0x3fff, as returned by MidiMessage::getPitchWheelValue()
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*/
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virtual void handlePitchWheel (int midiChannel,
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int wheelValue);
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/** Sends a midi controller message to any active voices.
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This will send a midi controller message to any voices that are playing sounds on
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the given midi channel.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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@param midiChannel the midi channel, from 1 to 16 inclusive
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@param controllerNumber the midi controller type, as returned by MidiMessage::getControllerNumber()
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@param controllerValue the midi controller value, between 0 and 127, as returned by MidiMessage::getControllerValue()
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*/
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virtual void handleController (int midiChannel,
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int controllerNumber,
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int controllerValue);
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/** Sends an aftertouch message.
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This will send an aftertouch message to any voices that are playing sounds on
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the given midi channel and note number.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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@param midiChannel the midi channel, from 1 to 16 inclusive
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@param midiNoteNumber the midi note number, 0 to 127
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@param aftertouchValue the aftertouch value, between 0 and 127,
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as returned by MidiMessage::getAftertouchValue()
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*/
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virtual void handleAftertouch (int midiChannel, int midiNoteNumber, int aftertouchValue);
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/** Sends a channel pressure message.
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This will send a channel pressure message to any voices that are playing sounds on
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the given midi channel.
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This method will be called automatically according to the midi data passed into
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renderNextBlock(), but may be called explicitly too.
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@param midiChannel the midi channel, from 1 to 16 inclusive
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@param channelPressureValue the pressure value, between 0 and 127, as returned
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by MidiMessage::getChannelPressureValue()
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*/
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virtual void handleChannelPressure (int midiChannel, int channelPressureValue);
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/** Handles a sustain pedal event. */
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virtual void handleSustainPedal (int midiChannel, bool isDown);
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/** Handles a sostenuto pedal event. */
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virtual void handleSostenutoPedal (int midiChannel, bool isDown);
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/** Can be overridden to handle soft pedal events. */
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virtual void handleSoftPedal (int midiChannel, bool isDown);
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/** Can be overridden to handle an incoming program change message.
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The base class implementation of this has no effect, but you may want to make your
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own synth react to program changes.
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*/
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virtual void handleProgramChange (int midiChannel,
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int programNumber);
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//==============================================================================
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/** Tells the synthesiser what the sample rate is for the audio it's being used to render.
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This value is propagated to the voices so that they can use it to render the correct
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pitches.
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*/
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virtual void setCurrentPlaybackSampleRate (double sampleRate);
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/** Creates the next block of audio output.
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This will process the next numSamples of data from all the voices, and add that output
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to the audio block supplied, starting from the offset specified. Note that the
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data will be added to the current contents of the buffer, so you should clear it
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before calling this method if necessary.
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The midi events in the inputMidi buffer are parsed for note and controller events,
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and these are used to trigger the voices. Note that the startSample offset applies
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both to the audio output buffer and the midi input buffer, so any midi events
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with timestamps outside the specified region will be ignored.
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*/
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void renderNextBlock (AudioBuffer<float>& outputAudio,
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const MidiBuffer& inputMidi,
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int startSample,
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|
int numSamples);
|
|
|
|
void renderNextBlock (AudioBuffer<double>& outputAudio,
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|
const MidiBuffer& inputMidi,
|
|
int startSample,
|
|
int numSamples);
|
|
|
|
/** 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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|
double getSampleRate() const noexcept { return sampleRate; }
|
|
|
|
/** 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
|
|
into smaller blocks that lie between all the incoming midi messages, and it is these smaller
|
|
sub-blocks that are rendered with multiple calls to renderVoices().
|
|
|
|
Obviously in a pathological case where there are midi messages on every sample, then
|
|
renderVoices() could be called once per sample and lead to poor performance, so this
|
|
setting allows you to set a lower limit on the block size.
|
|
|
|
The default setting is 32, which means that midi messages are accurate to about < 1ms
|
|
accuracy, which is probably fine for most purposes, but you may want to increase or
|
|
decrease this value for your synth.
|
|
|
|
If shouldBeStrict is true, the audio sub-blocks will strictly never be smaller than numSamples.
|
|
|
|
If shouldBeStrict is false (default), the first audio sub-block in the buffer is allowed
|
|
to be smaller, to make sure that the first MIDI event in a buffer will always be sample-accurate
|
|
(this can sometimes help to avoid quantisation or phasing issues).
|
|
*/
|
|
void setMinimumRenderingSubdivisionSize (int numSamples, bool shouldBeStrict = false) noexcept;
|
|
|
|
protected:
|
|
//==============================================================================
|
|
/** This is used to control access to the rendering callback and the note trigger methods. */
|
|
CriticalSection lock;
|
|
|
|
OwnedArray<SynthesiserVoice> voices;
|
|
ReferenceCountedArray<SynthesiserSound> sounds;
|
|
|
|
/** The last pitch-wheel values for each midi channel. */
|
|
int lastPitchWheelValues [16];
|
|
|
|
/** Renders the voices for the given range.
|
|
By default this just calls renderNextBlock() on each voice, but you may need
|
|
to override it to handle custom cases.
|
|
*/
|
|
virtual void renderVoices (AudioBuffer<float>& outputAudio,
|
|
int startSample, int numSamples);
|
|
virtual void renderVoices (AudioBuffer<double>& outputAudio,
|
|
int startSample, int numSamples);
|
|
|
|
/** Searches through the voices to find one that's not currently playing, and
|
|
which can play the given sound.
|
|
|
|
Returns nullptr if all voices are busy and stealing isn't enabled.
|
|
|
|
To implement a custom note-stealing algorithm, you can either override this
|
|
method, or (preferably) override findVoiceToSteal().
|
|
*/
|
|
virtual SynthesiserVoice* findFreeVoice (SynthesiserSound* soundToPlay,
|
|
int midiChannel,
|
|
int midiNoteNumber,
|
|
bool stealIfNoneAvailable) const;
|
|
|
|
/** Chooses a voice that is most suitable for being re-used.
|
|
The default method will attempt to find the oldest voice that isn't the
|
|
bottom or top note being played. If that's not suitable for your synth,
|
|
you can override this method and do something more cunning instead.
|
|
*/
|
|
virtual SynthesiserVoice* findVoiceToSteal (SynthesiserSound* soundToPlay,
|
|
int midiChannel,
|
|
int midiNoteNumber) const;
|
|
|
|
/** Starts a specified voice playing a particular sound.
|
|
You'll probably never need to call this, it's used internally by noteOn(), but
|
|
may be needed by subclasses for custom behaviours.
|
|
*/
|
|
void startVoice (SynthesiserVoice* voice,
|
|
SynthesiserSound* sound,
|
|
int midiChannel,
|
|
int midiNoteNumber,
|
|
float velocity);
|
|
|
|
/** Stops a given voice.
|
|
You should never need to call this, it's used internally by noteOff, but is protected
|
|
in case it's useful for some custom subclasses. It basically just calls through to
|
|
SynthesiserVoice::stopNote(), and has some assertions to sanity-check a few things.
|
|
*/
|
|
void stopVoice (SynthesiserVoice*, float velocity, bool allowTailOff);
|
|
|
|
/** Can be overridden to do custom handling of incoming midi events. */
|
|
virtual void handleMidiEvent (const MidiMessage&);
|
|
|
|
private:
|
|
//==============================================================================
|
|
double sampleRate = 0;
|
|
uint32 lastNoteOnCounter = 0;
|
|
int minimumSubBlockSize = 32;
|
|
bool subBlockSubdivisionIsStrict = false;
|
|
bool shouldStealNotes = true;
|
|
BigInteger sustainPedalsDown;
|
|
|
|
template <typename floatType>
|
|
void processNextBlock (AudioBuffer<floatType>&, const MidiBuffer&, int startSample, int numSamples);
|
|
|
|
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Synthesiser)
|
|
};
|
|
|
|
} // namespace juce
|