#ifndef _SOINTU_H #define _SOINTU_H #pragma pack(push,4) // this should be fine for both Go and assembly typedef struct Unit { float State[8]; float Ports[8]; } Unit; typedef struct Voice { int Note; int Release; float Inputs[8]; float Reserved[6]; struct Unit Units[63]; } Voice; typedef struct Synth { unsigned char Curvoices[32]; float Left; float Right; float Aux[6]; struct Voice Voices[32]; } Synth; typedef struct DelayWorkspace { float Buffer[65536]; float Dcin; float Dcout; float Filtstate; } DelayWorkspace; typedef struct SynthState { struct Synth Synth; struct DelayWorkspace Delaywrks[64]; // let's keep this as 64 for now, so the delays take 16 meg. If that's too little or too much, we can change this in future. unsigned char Commands[32 * 64]; unsigned char Values[32 * 64 * 8]; unsigned int Polyphony; unsigned int NumVoices; unsigned int RandSeed; unsigned int Globaltime; unsigned int RowTick; unsigned int RowLen; } SynthState; #pragma pack(pop) #if UINTPTR_MAX == 0xffffffff // are we 32-bit? #if defined(__clang__) || defined(__GNUC__) #define CALLCONV __attribute__ ((stdcall)) #elif defined(_WIN32) #define CALLCONV __stdcall // on 32-bit platforms, we just use stdcall, as all know it #endif #else // 64-bit #define CALLCONV // the asm will use honor honor correct x64 ABI on all 64-bit platforms #endif #ifdef INCLUDE_GMDLS extern void CALLCONV su_load_gmdls(void); #endif // Returns the number of samples remaining in the buffer i.e. 0 if the buffer was // filled completely. // // NOTE: The buffer should have a length of 2 * maxsamples, as the audio // is stereo. // // You should always check if rowtick >= rowlen after calling this. If so, most // likely you didn't get full buffer filled but the end of row was hit before // filling the buffer. In that case, trigger/release new voices, set rowtick to 0. // // Beware of infinite loops: with a rowlen of 0; or without resetting rowtick // between rows; or with a problematic synth patch e.g. if the speed is // modulated to be become infinite, this function might return maxsamples i.e. not // render any samples. If you try to call this with your buffer until the whole // buffer is filled, you will be stuck in an infinite loop. extern int CALLCONV su_render_samples(SynthState* synthState, int maxsamples, float* buffer); // Arithmetic opcode ids extern const int su_add_id; extern const int su_addp_id; extern const int su_pop_id; extern const int su_loadnote_id; extern const int su_mul_id; extern const int su_mulp_id; extern const int su_push_id; extern const int su_xch_id; // Effect opcode ids extern const int su_distort_id; extern const int su_hold_id; extern const int su_crush_id; extern const int su_gain_id; extern const int su_invgain_id; extern const int su_filter_id; extern const int su_clip_id; extern const int su_pan_id; extern const int su_delay_id; extern const int su_compres_id; // Flowcontrol opcode ids extern const int su_advance_id; extern const int su_speed_id; // Sink opcode ids extern const int su_out_id; extern const int su_outaux_id; extern const int su_aux_id; extern const int su_send_id; // Source opcode ids extern const int su_envelope_id; extern const int su_noise_id; extern const int su_aux_id; extern const int su_oscillat_id; extern const int su_loadval_id; extern const int su_receive_id; extern const int su_in_id; #endif // _SOINTU_H