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synced 2025-07-22 23:14:59 -04:00
feat(tracker): show CPU load percentage in the song panel
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parent
1a13fadd75
commit
340620ed49
@ -5,6 +5,7 @@ import (
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"fmt"
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"math"
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"slices"
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"time"
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"github.com/vsariola/sointu"
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"github.com/vsariola/sointu/vm"
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@ -32,6 +33,8 @@ type (
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frameDeltas map[any]int64 // Player.frame (approx.)= event.Timestamp + frameDeltas[event.Source]
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events NoteEventList
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cpuload float64 // current CPU load of the player, used to adjust the render rate
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synther sointu.Synther // the synther used to create new synths
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broker *Broker // the broker used to communicate with different parts of the tracker
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}
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@ -86,6 +89,9 @@ func NewPlayer(broker *Broker, synther sointu.Synther) *Player {
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// buffer. It is used to trigger and release notes during processing. The
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// context is also used to get the current BPM from the host.
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func (p *Player) Process(buffer sointu.AudioBuffer, context PlayerProcessContext) {
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startTime := time.Now()
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startFrame := p.frame
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p.processMessages(context)
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p.events.adjustTimes(p.frameDeltas, p.frame, p.frame+int64(len(buffer)))
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@ -145,6 +151,7 @@ func (p *Player) Process(buffer sointu.AudioBuffer, context PlayerProcessContext
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}
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// when the buffer is full, return
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if len(buffer) == 0 {
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p.updateCPULoad(time.Since(startTime), p.frame-startFrame)
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p.send(nil)
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return
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}
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@ -345,7 +352,7 @@ func (p *Player) compileOrUpdateSynth() {
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// all sendTargets from player are always non-blocking, to ensure that the player thread cannot end up in a dead-lock
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func (p *Player) send(message interface{}) {
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TrySend(p.broker.ToModel, MsgToModel{HasPanicPosLevels: true, Panic: p.synth == nil, SongPosition: p.songPos, VoiceLevels: p.voiceLevels, Data: message})
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TrySend(p.broker.ToModel, MsgToModel{HasPanicPosLevels: true, Panic: p.synth == nil, SongPosition: p.songPos, VoiceLevels: p.voiceLevels, CPULoad: p.cpuload, Data: message})
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}
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func (p *Player) processNoteEvent(ev NoteEvent) {
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@ -405,3 +412,14 @@ func (p *Player) processNoteEvent(ev NoteEvent) {
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p.synth.Trigger(oldestVoice, ev.Note)
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TrySend(p.broker.ToModel, MsgToModel{TriggerChannel: instrIndex + 1})
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}
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func (p *Player) updateCPULoad(duration time.Duration, frames int64) {
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if frames <= 0 {
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return // no frames rendered, so cannot compute CPU load
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}
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realtime := float64(duration) / 1e9
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songtime := float64(frames) / 44100
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newload := realtime / songtime
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alpha := math.Exp(-songtime) // smoothing factor, time constant of 1 second
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p.cpuload = float64(p.cpuload)*alpha + newload*(1-alpha)
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}
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