95 lines
2.6 KiB
C++
95 lines
2.6 KiB
C++
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#ifndef LUPPP_LOOPER_CLIP_H
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#define LUPPP_LOOPER_CLIP_H
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#include <stdio.h>
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#include "config.hxx"
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#include "gridlogic.hxx"
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class AudioBuffer;
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/** LooperClip
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* Represents each clip that a looper can playback. The core of the audio
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* samples is stored in AudioBuffer objects which are dynamically resized. The
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* base size of a AudioBuffer is 1 second's worth, after which larger buffers
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* will be requested.
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* The transition between AudioBuffer instances is seamless: when the clip is
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* running out, the new one is requested. Upon its arrival the current data is
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* copied, and the old buffer is returned for deallocation.
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*
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* This system allows for arbitrary length recordings, without huge
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* pre-allocated buffers while it is still quite simple.
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*
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* Each clip has its properties like length and bars/beats, so the Looper knows
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* to dynamically stretch / process the audio appropriately. Controllers and the
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* UI are updated from this data.
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**/
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class LooperClip
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{
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public:
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LooperClip(int track, int scene);
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/// loads a sample: eg from disk, unloading current sample if necessary
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void load( AudioBuffer* ab );
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/// audio functionality
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float getSample(float playSpeed);
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void record(int count, float* L, float* R);
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/// TimeObserver overrides
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void bar();
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/// analyses current _playing _recording vars, returns the current State
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GridLogic::State getState();
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bool playing();
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bool recording();
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/// get buffer details
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int getBeats();
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float getProgress();
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long getBufferLenght();
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size_t audioBufferSize();
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/// set clip state
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void queuePlay();
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void queueStop();
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void queueRecord();
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/// set buffer state
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void setBeats(int beats);
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/// Luppp internal buffer resizing
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void newBufferInTransit(bool n);
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bool newBufferInTransit();
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size_t recordSpaceAvailable();
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/** used to update the size of the buffer for this looperclip. The current
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* data is copied into the new buffer, then the smaller buffer is sent
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* for de-allocation.
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**/
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void setRequestedBuffer( AudioBuffer* ab );
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private:
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int track, scene;
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/** Luppp needs more than the current state of the clip to accuratly handle
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* it. The current state of the grid is kept up-to-date by GridLogic
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* abstracting detail away, sending GridLogic::State to Controllers.
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**/
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bool _loaded;
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bool _playing;
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bool _recording;
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bool _queuePlay;
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bool _queueStop;
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bool _queueRecord;
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bool _newBufferInTransit;
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float _playhead;
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float _recordhead;
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AudioBuffer* _buffer;
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};
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#endif // LUPPP_LOOPER_CLIP_H
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