Loopp/src/looper.cxx

222 lines
6.4 KiB
C++

/*
* Author: Harry van Haaren 2013
* harryhaaren@gmail.com
*
* 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 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "looper.hxx"
#include "config.hxx"
#include <cmath>
#ifdef DEBUG_TIME
#include <iomanip>
#endif
#include "jack.hxx"
#include "audiobuffer.hxx"
#include "eventhandler.hxx"
#include "controllerupdater.hxx"
#include "timemanager.hxx"
extern Jack* jack;
Looper::Looper(int t) :
AudioProcessor(),
TimeObserver(),
track(t)
{
uiUpdateConstant= jack->getSamplerate() / 30.f;
uiUpdateCounter = jack->getSamplerate() / 30.f;
// pre-zero the internal sample
//tmpRecordBuffer = (float*)malloc( sizeof(float) * MAX_BUFFER_SIZE );
//memset( tmpRecordBuffer, 0, sizeof(float) * MAX_BUFFER_SIZE );
for(int i = 0; i < NSCENES; i++ ) {
clips[i] = new LooperClip(track, i);
}
tmpBuffer.resize( MAX_BUFFER_SIZE );
fpb = jack->getTimeManager()->getFpb();
// init faust pitch shift variables
fSamplingFreq = jack->getSamplerate();
IOTA = 0;
//tmpRecordBuffer.resize(MAX_BUFFER_SIZE);
for (int i=0; i<65536; i++)
fVec0[i] = 0;
for (int i=0; i<2; i++)
fRec0[i] = 0;
semitoneShift = 0.0f;
windowSize = 1000;
crossfadeSize = 1000;
}
LooperClip* Looper::getClip(int scene)
{
return clips[scene];
}
void Looper::beat()
{
//TODO needed?
//FIXME: Need to keep looperClips in sync when there exists no int N
// such that playSpeed*N==1
// for(int i=0;i<NSCENES;i++)
// {
// int iph=clips[i]->getPlayhead()+1.0;
// long targetFrames = clips[i]->getBeats() * fpb;
// long actualFrames = clips[i]->getActualAudioLength();//getBufferLenght();
// float playSpeed = 1.0;
// if ( targetFrames != 0 && actualFrames != 0 )
// {
// playSpeed = float(actualFrames) / targetFrames;
// }
// clips[i]->setPlayHead(iph-(iph%fpb)*playSpeed);
// }
}
void Looper::setRequestedBuffer(int s, AudioBuffer* ab)
{
clips[s]->setRequestedBuffer( ab );
}
void Looper::setFpb(double f)
{
fpb = f;
}
void Looper::process(unsigned int nframes, Buffers* buffers)
{
// process each clip individually: this allows for playback of one clip,
// while another clip records.
for ( int clip = 0; clip < NSCENES; clip++ ) {
// handle state of clip, and do what needs doing:
// record into buffer, play from buffer, etc
if ( clips[clip]->recording() ) {
// copy data from input buffer to recording buffer
float* inputL = buffers->audio[Buffers::MASTER_INPUT_L];
float* inputR = buffers->audio[Buffers::MASTER_INPUT_R];
for (unsigned int i = 0; i < nframes; i++ ) {
inputL[i] *= jack->getInputVolume();
inputR[i] *= jack->getInputVolume();
}
clips[clip]->record( nframes, inputL, inputR);
} else if ( clips[clip]->playing() ) {
long targetFrames = fpb;
long actualFrames = clips[clip]->getRecFpb();
#ifdef DEBUG_TIME
cout << "FPB: " << fpb << "\n";
cout << "Target: " << targetFrames << " - Actual: " << actualFrames << "\n";
#endif
long double playSpeed = 1.0;
if ( targetFrames != 0 && actualFrames != 0 ) {
playSpeed = (long double)(actualFrames) / (long double)(targetFrames);
#ifdef DEBUG_TIME
cout << fixed << setprecision(20) << playSpeed << "\n";
#endif
}
// index = first-track + (track * channels)
int trackoffset = track * NCHANNELS;
float* outL = buffers->audio[Buffers::SEND_TRACK_0_L + trackoffset];
float* outR = buffers->audio[Buffers::SEND_TRACK_0_R + trackoffset];
for(unsigned int i = 0; i < nframes; i++ ) {
// REFACTOR into system that is better than per sample function calls
float tmpL = 0;
float tmpR = 0;
clips[clip]->getSample(playSpeed, &tmpL, &tmpR);
float deltaPitch = 12 * log ( playSpeed ) / log (2);
semitoneShift = -deltaPitch;
// write the pitch-shifted signal to the track buffer
//FIXME: pitchShift adds delay even for playSpeed = 1.0!!
//we should use something better (e.g librubberband)
if(0) { //playSpeed!=1.0f) {
pitchShift( 1, &tmpL, &outL[i] );
pitchShift( 1, &tmpR, &outR[i] );
} else {
outL[i]+=tmpL;
outR[i]+=tmpR;
}
}
//printf("Looper %i playing(), speed = %f\n", track, playSpeed );
if ( uiUpdateCounter > uiUpdateConstant ) {
jack->getControllerUpdater()->setTrackSceneProgress(track, clip, clips[clip]->getProgress() );
uiUpdateCounter = 0;
}
uiUpdateCounter += nframes;
}
}
}
void Looper::resetTimeState()
{
for(int i=0; i<NSCENES; i++)
clips[i]->resetPlayHead();
}
void Looper::pitchShift(int count, float* input, float* output)
{
float fSlow0 = windowSize;
float fSlow1 = ((1 + fSlow0) - powf(2,(0.08333333333333333f * semitoneShift)));
float fSlow2 = (1.0f / crossfadeSize);
float fSlow3 = (fSlow0 - 1);
float* input0 = &input[0];
//float* output0 = &output[0];
for (int i=0; i<count; i++) {
float fTemp0 = (float)input0[i];
fVec0[IOTA&65535] = fTemp0;
fRec0[0] = fmodf((fRec0[1] + fSlow1),fSlow0);
int iTemp1 = int(fRec0[0]);
int iTemp2 = (1 + iTemp1);
float fTemp3 = min((fSlow2 * fRec0[0]), 1.f );
float fTemp4 = (fSlow0 + fRec0[0]);
int iTemp5 = int(fTemp4);
float out=output[0];
out += (float)(((1 - fTemp3) * (((fTemp4 - iTemp5) *
fVec0[(IOTA-int((int((1 + iTemp5)) & 65535)))&65535]) + ((0 - ((
fRec0[0] + fSlow3) - iTemp5)) * fVec0[(IOTA-int((iTemp5 & 65535)))
&65535]))) + (fTemp3 * (((fRec0[0] - iTemp1) * fVec0[(IOTA-int((int(
iTemp2) & 65535)))&65535]) + ((iTemp2 - fRec0[0]) * fVec0[(IOTA-int((
iTemp1 & 65535)))&65535]))));
output[0]=out;
fRec0[1] = fRec0[0];
IOTA = IOTA+1;
}
}