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refactor(tracker): Player sends PlayerStatus to the Model
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@ -18,14 +18,12 @@ type (
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// model via the playerMessages channel. The model sendTargets messages to the
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// player via the modelMessages channel.
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Player struct {
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synth sointu.Synth // the synth used to render audio
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song sointu.Song // the song being played
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playing bool // is the player playing the score or not
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rowtime int // how many samples have been played in the current row
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songPos sointu.SongPos // the current position in the score
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voiceLevels [vm.MAX_VOICES]float32 // a level that can be used to visualize the volume of each voice
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voices [vm.MAX_VOICES]voice
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loop Loop
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synth sointu.Synth // the synth used to render audio
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song sointu.Song // the song being played
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playing bool // is the player playing the score or not
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rowtime int // how many samples have been played in the current row
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voices [vm.MAX_VOICES]voice
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loop Loop
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recording Recording // the recorded MIDI events and BPM
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@ -33,12 +31,20 @@ 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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status PlayerStatus // the part of the Player state that is communicated to the model to visualize what Player is doing
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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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// PlayerStatus is the part of the player state that is communicated to the
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// model, for different visualizations of what is happening in the player.
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PlayerStatus struct {
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SongPos sointu.SongPos // the current position in the score
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VoiceLevels [vm.MAX_VOICES]float32 // a level that can be used to visualize the volume of each voice
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CPULoad float64 // current CPU load of the player, used to adjust the render rate
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}
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// PlayerProcessContext is the context given to the player when processing
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// audio. Currently it is only used to get BPM from the VSTI host.
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PlayerProcessContext interface {
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@ -144,9 +150,9 @@ func (p *Player) Process(buffer sointu.AudioBuffer, context PlayerProcessContext
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alpha := float32(math.Exp(-float64(rendered) / 15000))
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for i, state := range p.voices {
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if state.sustain {
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p.voiceLevels[i] = (p.voiceLevels[i]-0.5)*alpha + 0.5
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p.status.VoiceLevels[i] = (p.status.VoiceLevels[i]-0.5)*alpha + 0.5
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} else {
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p.voiceLevels[i] *= alpha
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p.status.VoiceLevels[i] *= alpha
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}
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}
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// when the buffer is full, return
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@ -166,14 +172,14 @@ func (p *Player) advanceRow() {
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if p.song.Score.Length == 0 || p.song.Score.RowsPerPattern == 0 {
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return
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}
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origPos := p.songPos
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p.songPos.PatternRow++ // advance row (this is why we subtracted one in Play())
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if p.loop.Length > 0 && p.songPos.PatternRow >= p.song.Score.RowsPerPattern && p.songPos.OrderRow == p.loop.Start+p.loop.Length-1 {
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p.songPos.PatternRow = 0
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p.songPos.OrderRow = p.loop.Start
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origPos := p.status.SongPos
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p.status.SongPos.PatternRow++ // advance row (this is why we subtracted one in Play())
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if p.loop.Length > 0 && p.status.SongPos.PatternRow >= p.song.Score.RowsPerPattern && p.status.SongPos.OrderRow == p.loop.Start+p.loop.Length-1 {
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p.status.SongPos.PatternRow = 0
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p.status.SongPos.OrderRow = p.loop.Start
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}
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p.songPos = p.song.Score.Clamp(p.songPos)
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if p.songPos == origPos {
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p.status.SongPos = p.song.Score.Clamp(p.status.SongPos)
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if p.status.SongPos == origPos {
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p.send(IsPlayingMsg{bool: false})
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p.playing = false
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for i := range p.song.Score.Tracks {
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@ -182,7 +188,7 @@ func (p *Player) advanceRow() {
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return
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}
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for i, t := range p.song.Score.Tracks {
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n := t.Note(p.songPos)
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n := t.Note(p.status.SongPos)
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switch {
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case n == 0:
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p.processNoteEvent(NoteEvent{Channel: i, IsTrack: true, Source: p, On: false})
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@ -233,8 +239,8 @@ loop:
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p.compileOrUpdateSynth()
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case StartPlayMsg:
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p.playing = true
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p.songPos = m.SongPos
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p.songPos.PatternRow--
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p.status.SongPos = m.SongPos
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p.status.SongPos.PatternRow--
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p.rowtime = math.MaxInt
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for i, t := range p.song.Score.Tracks {
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if !t.Effect {
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@ -352,7 +358,7 @@ 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, CPULoad: p.cpuload, Data: message})
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TrySend(p.broker.ToModel, MsgToModel{HasPanicPlayerStatus: true, Panic: p.synth == nil, PlayerStatus: p.status, Data: message})
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}
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func (p *Player) processNoteEvent(ev NoteEvent) {
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@ -408,7 +414,7 @@ func (p *Player) processNoteEvent(ev NoteEvent) {
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return
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}
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p.voices[oldestVoice] = voice{triggerEvent: ev, sustain: true, samplesSinceEvent: 0}
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p.voiceLevels[oldestVoice] = 1.0
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p.status.VoiceLevels[oldestVoice] = 1.0
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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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@ -421,5 +427,5 @@ func (p *Player) updateCPULoad(duration time.Duration, frames int64) {
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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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p.status.CPULoad = float64(p.status.CPULoad)*alpha + newload*(1-alpha)
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}
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