refactor(tracker): send Songs/Patches etc. from Model to Player

This commit is contained in:
5684185+vsariola@users.noreply.github.com
2023-10-20 00:54:03 +03:00
parent 14a0306064
commit 0ce5ca3003
2 changed files with 109 additions and 134 deletions

View File

@ -18,14 +18,11 @@ type (
voiceNoteID []int // the ID of the note that triggered the voice
voiceReleased []bool // is the voice released
synth sointu.Synth // the synth used to render audio
patch sointu.Patch // the patch used to create the synth
score sointu.Score // the score being played
song sointu.Song // the song being played
playing bool // is the player playing the score or not
rowtime int // how many samples have been played in the current row
position ScoreRow // the current position in the score
samplesSinceEvent []int // how many samples have been played since the last event in each voice
samplesPerRow int // how many samples is one row equal to
bpm int // the current BPM
avgVolumeMeter VolumeAnalyzer // the volume analyzer used to calculate the average volume
peakVolumeMeter VolumeAnalyzer // the volume analyzer used to calculate the peak volume
voiceStates [vm.MAX_VOICES]float32 // the current state of each voice
@ -55,18 +52,13 @@ type (
Note byte
}
// PlayerPlayingMessage is sent to the model when the player starts or stops
// playing the score.
PlayerPlayingMessage struct {
bool
}
// PlayerMessage is a message sent from the player to the model. The Inner
// field can contain any message. AverageVolume, PeakVolume, SongRow and
// VoiceStates transmitted frequently, with every message, so they are
// field can contain any message. Panic, AverageVolume, PeakVolume, SongRow
// and VoiceStates transmitted frequently, with every message, so they are
// treated specially, to avoid boxing. All the rest messages can be boxed to
// Inner interface{}
PlayerMessage struct {
Panic bool
AverageVolume Volume
PeakVolume Volume
SongRow ScoreRow
@ -74,13 +66,17 @@ type (
Inner interface{}
}
// PlayerPlayingMessage is sent to the model when the player starts or stops playing the score.
PlayerPlayingMessage struct {
bool
}
// PlayerCrashMessage is sent to the model when the player crashes.
PlayerCrashMessage struct {
error
}
// PlayerVolumeErrorMessage is sent to the model there is an error in the
// volume analyzer. The error is not fatal.
// PlayerVolumeErrorMessage is sent to the model there is an error in the volume analyzer. The error is not fatal.
PlayerVolumeErrorMessage struct {
error
}
@ -159,12 +155,12 @@ func (p *Player) Process(buffer sointu.AudioBuffer, context PlayerProcessContext
if delta := midi.Frame - frame; midiOk && delta < framesUntilMidi {
framesUntilMidi = delta
}
if p.playing && p.rowtime >= p.samplesPerRow {
if p.playing && p.rowtime >= p.song.SamplesPerRow() {
p.advanceRow()
}
timeUntilRowAdvance := math.MaxInt32
if p.playing {
timeUntilRowAdvance = p.samplesPerRow - p.rowtime
timeUntilRowAdvance = p.song.SamplesPerRow() - p.rowtime
}
var rendered, timeAdvanced int
var err error
@ -183,7 +179,7 @@ func (p *Player) Process(buffer sointu.AudioBuffer, context PlayerProcessContext
}
if err != nil {
p.synth = nil
p.trySend(PlayerCrashMessage{fmt.Errorf("synth.Render: %w", err)})
p.send(PlayerCrashMessage{fmt.Errorf("synth.Render: %w", err)})
}
buffer = buffer[rendered:]
frame += rendered
@ -205,29 +201,31 @@ func (p *Player) Process(buffer sointu.AudioBuffer, context PlayerProcessContext
err2 := p.peakVolumeMeter.Update(oldBuffer)
var msg interface{}
if err != nil {
msg = PlayerVolumeErrorMessage{err}
msg = PlayerCrashMessage{err}
p.synth = nil
}
if err2 != nil {
msg = PlayerVolumeErrorMessage{err}
msg = PlayerCrashMessage{err}
p.synth = nil
}
p.trySend(msg)
p.send(msg)
return
}
}
// we were not able to fill the buffer with NUM_RENDER_TRIES attempts, destroy synth and throw an error
p.synth = nil
p.trySend(PlayerCrashMessage{fmt.Errorf("synth did not fill the audio buffer even with %d render calls", NUM_RENDER_TRIES)})
p.send(PlayerCrashMessage{fmt.Errorf("synth did not fill the audio buffer even with %d render calls", NUM_RENDER_TRIES)})
}
func (p *Player) advanceRow() {
if p.score.Length == 0 || p.score.RowsPerPattern == 0 {
if p.song.Score.Length == 0 || p.song.Score.RowsPerPattern == 0 {
return
}
p.position.Row++ // advance row (this is why we subtracted one in Play())
p.position = p.position.Wrap(p.score)
p.trySend(nil) // just send volume and song row information
p.position = p.position.Wrap(p.song.Score)
p.send(nil) // just send volume and song row information
lastVoice := 0
for i, t := range p.score.Tracks {
for i, t := range p.song.Score.Tracks {
start := lastVoice
lastVoice = start + t.NumVoices
if p.position.Pattern < 0 || p.position.Pattern >= len(t.Order) {
@ -265,44 +263,49 @@ loop:
} else {
p.compileOrUpdateSynth()
}
case ModelPatchChangedMessage:
p.patch = m.Patch
case sointu.Song:
p.song = m
p.compileOrUpdateSynth()
case ModelScoreChangedMessage:
p.score = m.Score
case sointu.Patch:
p.song.Patch = m
p.compileOrUpdateSynth()
case sointu.Score:
p.song.Score = m
case ModelPlayingChangedMessage:
p.playing = m.bool
p.playing = bool(m.bool)
if !p.playing {
for i := range p.score.Tracks {
for i := range p.song.Score.Tracks {
p.releaseTrack(i)
}
}
case ModelSamplesPerRowChangedMessage:
p.samplesPerRow = 44100 * 60 / (m.BPM * m.RowsPerBeat)
p.bpm = m.BPM
case ModelBPMChangedMessage:
p.song.BPM = m.int
p.compileOrUpdateSynth()
case ModelRowsPerBeatChangedMessage:
p.song.RowsPerBeat = m.int
p.compileOrUpdateSynth()
case ModelPlayFromPositionMessage:
p.playing = true
p.position = m.ScoreRow
p.position.Row--
p.rowtime = math.MaxInt
for i, t := range p.score.Tracks {
for i, t := range p.song.Score.Tracks {
if !t.Effect {
// when starting to play from another position, release only non-effect tracks
p.releaseTrack(i)
}
}
case ModelNoteOnMessage:
if m.id.IsInstr {
p.triggerInstrument(m.id.Instr, m.id.Note)
if m.IsInstr {
p.triggerInstrument(m.Instr, m.Note)
} else {
p.triggerTrack(m.id.Track, m.id.Note)
p.triggerTrack(m.Track, m.Note)
}
case ModelNoteOffMessage:
if m.id.IsInstr {
p.releaseInstrument(m.id.Instr, m.id.Note)
if m.IsInstr {
p.releaseInstrument(m.Instr, m.Note)
} else {
p.releaseTrack(m.id.Track)
p.releaseTrack(m.Track)
}
case ModelRecordingMessage:
if m.bool {
@ -311,7 +314,7 @@ loop:
} else {
if p.recState == recStateRecording && len(p.recording.Events) > 0 {
p.recording.BPM, _ = context.BPM()
p.trySend(p.recording)
p.send(p.recording)
}
p.recState = recStateNone
}
@ -325,22 +328,22 @@ loop:
}
func (p *Player) compileOrUpdateSynth() {
if p.bpm <= 0 {
if p.song.BPM <= 0 {
return // bpm not set yet
}
if p.synth != nil {
err := p.synth.Update(p.patch, p.bpm)
err := p.synth.Update(p.song.Patch, p.song.BPM)
if err != nil {
p.synth = nil
p.trySend(PlayerCrashMessage{fmt.Errorf("synth.Update: %w", err)})
p.send(PlayerCrashMessage{fmt.Errorf("synth.Update: %w", err)})
return
}
} else {
var err error
p.synth, err = p.synther.Synth(p.patch, p.bpm)
p.synth, err = p.synther.Synth(p.song.Patch, p.song.BPM)
if err != nil {
p.synth = nil
p.trySend(PlayerCrashMessage{fmt.Errorf("synther.Synth: %w", err)})
p.send(PlayerCrashMessage{fmt.Errorf("synther.Synth: %w", err)})
return
}
for i := 0; i < 32; i++ {
@ -350,9 +353,9 @@ func (p *Player) compileOrUpdateSynth() {
}
// all sends from player are always non-blocking, to ensure that the player thread cannot end up in a dead-lock
func (p *Player) trySend(message interface{}) {
func (p *Player) send(message interface{}) {
select {
case p.playerMessages <- PlayerMessage{AverageVolume: p.avgVolumeMeter.Level, PeakVolume: p.peakVolumeMeter.Level, SongRow: p.position, VoiceStates: p.voiceStates, Inner: message}:
case p.playerMessages <- PlayerMessage{Panic: p.synth == nil, AverageVolume: p.avgVolumeMeter.Level, PeakVolume: p.peakVolumeMeter.Level, SongRow: p.position, VoiceStates: p.voiceStates, Inner: message}:
default:
}
}
@ -360,11 +363,11 @@ func (p *Player) trySend(message interface{}) {
func (p *Player) triggerInstrument(instrument int, note byte) {
ID := idForInstrumentNote(instrument, note)
p.release(ID)
if p.patch == nil || instrument < 0 || instrument >= len(p.patch) {
if p.song.Patch == nil || instrument < 0 || instrument >= len(p.song.Patch) {
return
}
voiceStart := p.patch.FirstVoiceForInstrument(instrument)
voiceEnd := voiceStart + p.patch[instrument].NumVoices
voiceStart := p.song.Patch.FirstVoiceForInstrument(instrument)
voiceEnd := voiceStart + p.song.Patch[instrument].NumVoices
p.trigger(voiceStart, voiceEnd, note, ID)
}
@ -375,8 +378,8 @@ func (p *Player) releaseInstrument(instrument int, note byte) {
func (p *Player) triggerTrack(track int, note byte) {
ID := idForTrack(track)
p.release(ID)
voiceStart := p.score.FirstVoiceForTrack(track)
voiceEnd := voiceStart + p.score.Tracks[track].NumVoices
voiceStart := p.song.Score.FirstVoiceForTrack(track)
voiceEnd := voiceStart + p.song.Score.Tracks[track].NumVoices
p.trigger(voiceStart, voiceEnd, note, ID)
}