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Separate Synth and SynthState: SynthState is the part that Render changes.
This should make testing easier, as Synth can be assumed to stay the same during each call. Synth is also the part that we can parse from .asm/.json file and a Patch can be compiled into a synth. Synth can be eventually made quite opaque to the user. The user should not need to worry about opcodes etc.
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@ -21,22 +21,25 @@ const su_max_samples = SAMPLES_PER_ROW * TOTAL_ROWS
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// const bufsize = su_max_samples * 2
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func TestBridge(t *testing.T) {
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s := bridge.NewSynthState()
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s.SetPatch([]bridge.Instrument{
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patch := []bridge.Instrument{
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bridge.Instrument{1, []bridge.Unit{
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bridge.Unit{bridge.Envelope, []byte{64, 64, 64, 80, 128}},
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bridge.Unit{bridge.Envelope, []byte{95, 64, 64, 80, 128}},
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bridge.Unit{bridge.Out.Stereo(), []byte{128}},
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}},
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})
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s.Trigger(0, 64)
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}}}
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synth, err := bridge.Compile(patch)
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if err != nil {
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t.Fatalf("bridge compile error: %v", err)
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}
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state := bridge.NewSynthState()
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state.Trigger(0, 64)
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buffer := make([]float32, 2*su_max_samples)
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err := s.Render(buffer[:len(buffer)/2])
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err = synth.Render(state, buffer[:len(buffer)/2])
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if err != nil {
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t.Fatalf("first render gave an error")
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}
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s.Release(0)
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err = s.Render(buffer[len(buffer)/2:])
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state.Release(0)
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err = synth.Render(state, buffer[len(buffer)/2:])
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if err != nil {
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t.Fatalf("first render gave an error")
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}
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