Loopp/src/looperclip.hxx

181 lines
4.8 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/>.
*/
#ifndef LOOPP_LOOPER_CLIP_H
#define LOOPP_LOOPER_CLIP_H
#include <stdio.h>
#include "state/stately.hxx"
#include "config.hxx"
#include "gridlogic.hxx"
class AudioBuffer;
/** LooperClip
* Represents each clip that a looper can playback. The core of the audio
* samples is stored in AudioBuffer objects which are dynamically resized. The
* base size of a AudioBuffer is 1 second's worth, after which larger buffers
* will be requested.
* The transition between AudioBuffer instances is seamless: when the clip is
* running out, the new one is requested. Upon its arrival the current data is
* copied, and the old buffer is returned for deallocation.
*
* This system allows for arbitrary length recordings, without huge
* pre-allocated buffers while it is still quite simple.
*
* Each clip has its properties like length and bars/beats, so the Looper knows
* to dynamically stretch / process the audio appropriately. Controllers and the
* UI are updated from this data.
*
* This class inherits from Stately to save its state.
**/
class LooperClip : public Stately, public TimeObserver
{
public:
LooperClip(int track, int scene);
/// Set everything up
void init();
/// loads a sample: eg from disk, unloading current sample if necessary
void load( AudioBuffer* ab );
/// Return one Sample according to current playSpeed
void getSample(long double playSpeed, float* L, float* R);
/// Record $count Samples into internal Buffer
void record(int count, float* L, float* R);
/// TimeObserver override
void bar();
void
beat();
/// Start process of saving the clip
void save();
/// Reset the clip to initial state
void reset();
/// analyses current _playing _recording vars, returns the current State
GridLogic::State getState();
bool playing();
bool getLoaded();
bool getQueueStop();
bool getQueuePlay();
bool recording();
/// Get number of Beats in the Buffer
int getBeats();
/// Get playback progress
float getProgress();
/// Get position of the playhead
float getPlayhead();
/// Return the length of the complete buffer
long getBufferLenght();
/// Return the nr of samples holding actual audio. This is less then getBufferLength();
long getActualAudioLength();
/// Return Size of the Buffer
size_t audioBufferSize();
int
getRecFpb() {
return _recFpb;
};
/// Queue Play
void queuePlay();
/// Queue Stop
void queueStop();
/// Queue Record
void queueRecord();
// removes all queued States
void resetQueues();
// returns true if any state is queued
bool somethingQueued();
/// set buffer state
void setBeats(int beats);
/** used to update the size of the buffer for this looperclip. The current
* data is copied into the new buffer, then the smaller buffer is sent
* for de-allocation.
**/
void setRequestedBuffer( AudioBuffer* ab );
/// used for saving the contents of this buffer to disk
void recieveSaveBuffer( AudioBuffer* ab );
/// reset the play head to zero. Does nothing when recording
void resetPlayHead();
/// Change State to Recording
void setRecording();
/// Change State to Playing
void setPlaying();
void processFreeRec();
#ifdef BUILD_TESTS
// used only in test cases
void setState( bool load, bool play, bool rec, bool qPlay, bool qStop, bool qRec );
#endif
private:
int track, scene;
/** Loopp needs more than the current state of the clip to accuratly handle
* it. The current state of the grid is kept up-to-date by GridLogic
* abstracting detail away, sending GridLogic::State to Controllers.
**/
bool _loaded;
bool _playing;
bool _recording;
bool _queuePlay;
bool _queueStop;
bool _queueRecord;
bool _newBufferInTransit;
long double _playhead;
float _recordhead;
int _recFpb;
long double _playbackSpeed;
long double _nextPlaybackSpeed;
bool _playbackSpeedChange;
unsigned int _beatsPlayed;
unsigned int _barsPlayed;
unsigned int _barsRecorded;
AudioBuffer *_buffer;
/// Request new internal Buffer
void requestNewBuffer();
/// Get if a new internal Buffer is on the way
bool newBufferInTransit();
/// Get available Space to record
unsigned long recordSpaceAvailable();
/// Change State to Stopped
void setStopped();
};
#endif // LOOPP_LOOPER_CLIP_H