Loopp/src/looper.cxx

184 lines
5.0 KiB
C++

#include "looper.hxx"
#include "config.hxx"
#include "jack.hxx"
#include "audiobuffer.hxx"
#include "eventhandler.hxx"
#include "controllerupdater.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 < 10; i++ )
{
clips[i] = new LooperClip(track, i);
}
tmpBuffer.resize( MAX_BUFFER_SIZE );
fpb = 22050;
// 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::setRequestedBuffer(int s, AudioBuffer* ab)
{
clips[s]->setRequestedBuffer( ab );
}
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() )
{
if ( clips[clip]->recordSpaceAvailable() < LOOPER_SAMPLES_BEFORE_REQUEST &&
!clips[clip]->newBufferInTransit() )
{
EventLooperClipRequestBuffer e( track, clip, clips[clip]->audioBufferSize() + LOOPER_SAMPLES_UPDATE_SIZE);
writeToGuiRingbuffer( &e );
clips[clip]->newBufferInTransit(true);
}
// copy data from input buffer to recording buffer
float* input = buffers->audio[Buffers::MASTER_INPUT];
clips[clip]->record( nframes, input, 0 );
}
else if ( clips[clip]->playing() )
{
// copy data into tmpBuffer, then pitch-stretch into track buffer
long targetFrames = clips[clip]->getBeats() * fpb;
long actualFrames = clips[clip]->getBufferLenght();
float playSpeed = 1.0;
if ( targetFrames != 0 && actualFrames != 0 )
{
playSpeed = float(actualFrames) / targetFrames;
}
float* out = buffers->audio[Buffers::TRACK_0 + track];
for(unsigned int i = 0; i < nframes; i++ )
{
float tmp = clips[clip]->getSample(playSpeed);
float deltaPitch = 12 * log ( playSpeed ) / log (2);
semitoneShift = -deltaPitch;
// write the pitch-shifted signal to the track buffer
pitchShift( 1, &tmp, &out[i] );
}
//printf("Looper %i playing(), speed = %f\n", track, playSpeed );
if ( uiUpdateCounter > uiUpdateConstant )
{
jack->getControllerUpdater()->setTrackSceneProgress(track, clip, clips[clip]->getProgress() );
uiUpdateCounter = 0;
}
uiUpdateCounter += nframes;
}
}
/*
float playbackSpeed = endPoint / ( float(numBeats) * fpb );
semitoneShift = -( 12 * log ( playbackSpeed ) / log (2) );
if ( state == STATE_PLAYING ||
state == STATE_STOP_QUEUED )
{
for(int i = 0; i < nframes; i++)
{
if ( playPoint < endPoint )
{
tmpBuffer[i] = sample[int(playPoint)] * gain;
}
playPoint += 1.0; //playbackSpeed;
//out++ = sin( playPoint * 440 * 6.24 );
*trk = tmpBuffer[i];
*out++ = *trk++;
}
// now pitch-shift the audio in the buffer
//pitchShift( nframes, &tmpBuffer[0], out);
if ( uiUpdateCounter > uiUpdateConstant )
{
float prog = (float(playPoint) / (fpb*numBeats));
EventLooperProgress e(track, prog );
writeToGuiRingbuffer( &e );
}
uiUpdateCounter += nframes;
}
*/
}
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);
*output++ = (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]))));
fRec0[1] = fRec0[0];
IOTA = IOTA+1;
}
}