mirror of
https://github.com/vsariola/sointu.git
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449 lines
13 KiB
Go
449 lines
13 KiB
Go
package tracker
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import (
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"fmt"
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"math"
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"github.com/vsariola/sointu"
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"github.com/vsariola/sointu/vm"
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)
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type (
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// Player is the audio player for the tracker, run in a separate thread. It
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// is controlled by messages from the model and MIDI messages via the
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// context, typically from the VSTI host. The player sends messages to the
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// model via the playerMessages channel. The model sends messages to the
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// player via the modelMessages channel.
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Player struct {
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voiceNoteID []int // the ID of the note that triggered the voice
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voiceReleased []bool // is the voice released
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synth sointu.Synth // the synth used to render audio
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patch sointu.Patch // the patch used to create the synth
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score sointu.Score // the score 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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position ScoreRow // the current position in the score
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samplesSinceEvent []int // how many samples have been played since the last event in each voice
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samplesPerRow int // how many samples is one row equal to
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bpm int // the current BPM
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avgVolumeMeter VolumeAnalyzer // the volume analyzer used to calculate the average volume
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peakVolumeMeter VolumeAnalyzer // the volume analyzer used to calculate the peak volume
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voiceStates [vm.MAX_VOICES]float32 // the current state of each voice
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recState recState // is the recording off; are we waiting for a note; or are we recording
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recording Recording // the recorded MIDI events and BPM
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synther sointu.Synther // the synther used to create new synths
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playerMessages chan<- PlayerMessage
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modelMessages <-chan interface{}
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}
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// PlayerProcessContext is the context given to the player when processing
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// audio. It is used to get MIDI events and the current BPM.
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PlayerProcessContext interface {
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NextEvent() (event MIDINoteEvent, ok bool)
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BPM() (bpm float64, ok bool)
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}
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// MIDINoteEvent is a MIDI event triggering or releasing a note. In
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// processing, the Frame is relative to the start of the current buffer. In
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// a Recording, the Frame is relative to the start of the recording.
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MIDINoteEvent struct {
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Frame int
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On bool
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Channel int
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Note byte
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}
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// PlayerPlayingMessage is sent to the model when the player starts or stops
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// playing the score.
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PlayerPlayingMessage struct {
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bool
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}
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// PlayerMessage is a message sent from the player to the model. The Inner
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// field can contain any message. AverageVolume, PeakVolume, SongRow and
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// VoiceStates transmitted frequently, with every message, so they are
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// treated specially, to avoid boxing. All the rest messages can be boxed to
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// Inner interface{}
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PlayerMessage struct {
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AverageVolume Volume
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PeakVolume Volume
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SongRow ScoreRow
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VoiceStates [vm.MAX_VOICES]float32
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Inner interface{}
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}
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// PlayerCrashMessage is sent to the model when the player crashes.
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PlayerCrashMessage struct {
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error
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}
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// PlayerVolumeErrorMessage is sent to the model there is an error in the
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// volume analyzer. The error is not fatal.
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PlayerVolumeErrorMessage struct {
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error
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}
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)
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type (
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recState int
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voiceNote struct {
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voice int
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note byte
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}
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recordEvent struct {
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frame int
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}
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)
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const (
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recStateNone recState = iota
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recStateWaitingForNote
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recStateRecording
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)
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const NUM_RENDER_TRIES = 10000
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// NewPlayer creates a new player. The playerMessages channel is used to send
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// messages to the model. The modelMessages channel is used to receive messages
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// from the model. The synther is used to create new synths.
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func NewPlayer(synther sointu.Synther, playerMessages chan<- PlayerMessage, modelMessages <-chan interface{}) *Player {
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p := &Player{
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playerMessages: playerMessages,
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modelMessages: modelMessages,
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synther: synther,
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avgVolumeMeter: VolumeAnalyzer{Attack: 0.3, Release: 0.3, Min: -100, Max: 20},
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peakVolumeMeter: VolumeAnalyzer{Attack: 1e-4, Release: 1, Min: -100, Max: 20},
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}
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return p
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}
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// Process renders audio to the given buffer, trying to fill it completely. If
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// the buffer is not filled, the synth is destroyed and an error is sent to the
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// model. context tells the player which MIDI events happen during the current
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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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p.processMessages(context)
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midi, midiOk := context.NextEvent()
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frame := 0
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if p.recState == recStateRecording {
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p.recording.TotalFrames += len(buffer)
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}
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oldBuffer := buffer
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for i := 0; i < NUM_RENDER_TRIES; i++ {
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for midiOk && frame >= midi.Frame {
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if p.recState == recStateWaitingForNote {
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p.recording.TotalFrames = len(buffer)
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p.recState = recStateRecording
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}
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if p.recState == recStateRecording {
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midiTotalFrame := midi
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midiTotalFrame.Frame = p.recording.TotalFrames - len(buffer)
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p.recording.Events = append(p.recording.Events, midiTotalFrame)
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}
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if midi.On {
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p.triggerInstrument(midi.Channel, midi.Note)
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} else {
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p.releaseInstrument(midi.Channel, midi.Note)
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}
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midi, midiOk = context.NextEvent()
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}
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framesUntilMidi := len(buffer)
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if delta := midi.Frame - frame; midiOk && delta < framesUntilMidi {
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framesUntilMidi = delta
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}
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if p.playing && p.rowtime >= p.samplesPerRow {
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p.advanceRow()
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}
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timeUntilRowAdvance := math.MaxInt32
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if p.playing {
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timeUntilRowAdvance = p.samplesPerRow - p.rowtime
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}
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var rendered, timeAdvanced int
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var err error
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if p.synth != nil {
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rendered, timeAdvanced, err = p.synth.Render(buffer[:framesUntilMidi], timeUntilRowAdvance)
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} else {
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mx := framesUntilMidi
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if timeUntilRowAdvance < mx {
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mx = timeUntilRowAdvance
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}
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for i := 0; i < mx; i++ {
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buffer[i] = [2]float32{}
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}
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rendered = mx
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timeAdvanced = mx
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}
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if err != nil {
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p.synth = nil
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p.trySend(PlayerCrashMessage{fmt.Errorf("synth.Render: %w", err)})
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}
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buffer = buffer[rendered:]
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frame += rendered
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p.rowtime += timeAdvanced
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for i := range p.samplesSinceEvent {
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p.samplesSinceEvent[i] += rendered
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}
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alpha := float32(math.Exp(-float64(rendered) / 15000))
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for i, released := range p.voiceReleased {
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if released {
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p.voiceStates[i] *= alpha
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} else {
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p.voiceStates[i] = (p.voiceStates[i]-0.5)*alpha + 0.5
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}
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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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err := p.avgVolumeMeter.Update(oldBuffer)
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err2 := p.peakVolumeMeter.Update(oldBuffer)
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var msg interface{}
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if err != nil {
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msg = PlayerVolumeErrorMessage{err}
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}
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if err2 != nil {
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msg = PlayerVolumeErrorMessage{err}
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}
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p.trySend(msg)
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return
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}
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}
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// we were not able to fill the buffer with NUM_RENDER_TRIES attempts, destroy synth and throw an error
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p.synth = nil
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p.trySend(PlayerCrashMessage{fmt.Errorf("synth did not fill the audio buffer even with %d render calls", NUM_RENDER_TRIES)})
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}
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func (p *Player) advanceRow() {
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if p.score.Length == 0 || p.score.RowsPerPattern == 0 {
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return
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}
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p.position.Row++ // advance row (this is why we subtracted one in Play())
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p.position = p.position.Wrap(p.score)
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p.trySend(nil) // just send volume and song row information
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lastVoice := 0
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for i, t := range p.score.Tracks {
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start := lastVoice
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lastVoice = start + t.NumVoices
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if p.position.Pattern < 0 || p.position.Pattern >= len(t.Order) {
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continue
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}
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o := t.Order[p.position.Pattern]
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if o < 0 || o >= len(t.Patterns) {
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continue
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}
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pat := t.Patterns[o]
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if p.position.Row < 0 || p.position.Row >= len(pat) {
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continue
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}
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n := pat[p.position.Row]
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switch {
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case n == 0:
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p.releaseTrack(i)
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case n > 1:
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p.triggerTrack(i, n)
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default: // n == 1
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}
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}
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p.rowtime = 0
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}
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func (p *Player) processMessages(context PlayerProcessContext) {
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loop:
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for { // process new message
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select {
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case msg := <-p.modelMessages:
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switch m := msg.(type) {
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case ModelPanicMessage:
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if m.bool {
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p.synth = nil
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} else {
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p.compileOrUpdateSynth()
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}
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case ModelPatchChangedMessage:
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p.patch = m.Patch
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p.compileOrUpdateSynth()
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case ModelScoreChangedMessage:
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p.score = m.Score
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case ModelPlayingChangedMessage:
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p.playing = m.bool
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if !p.playing {
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for i := range p.score.Tracks {
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p.releaseTrack(i)
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}
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}
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case ModelSamplesPerRowChangedMessage:
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p.samplesPerRow = 44100 * 60 / (m.BPM * m.RowsPerBeat)
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p.bpm = m.BPM
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p.compileOrUpdateSynth()
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case ModelPlayFromPositionMessage:
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p.playing = true
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p.position = m.ScoreRow
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p.position.Row--
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p.rowtime = math.MaxInt
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for i, t := range p.score.Tracks {
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if !t.Effect {
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// when starting to play from another position, release only non-effect tracks
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p.releaseTrack(i)
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}
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}
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case ModelNoteOnMessage:
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if m.id.IsInstr {
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p.triggerInstrument(m.id.Instr, m.id.Note)
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} else {
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p.triggerTrack(m.id.Track, m.id.Note)
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}
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case ModelNoteOffMessage:
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if m.id.IsInstr {
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p.releaseInstrument(m.id.Instr, m.id.Note)
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} else {
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p.releaseTrack(m.id.Track)
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}
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case ModelRecordingMessage:
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if m.bool {
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p.recState = recStateWaitingForNote
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p.recording = Recording{}
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} else {
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if p.recState == recStateRecording && len(p.recording.Events) > 0 {
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p.recording.BPM, _ = context.BPM()
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p.trySend(p.recording)
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}
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p.recState = recStateNone
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}
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default:
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// ignore unknown messages
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}
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default:
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break loop
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}
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}
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}
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func (p *Player) compileOrUpdateSynth() {
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if p.bpm <= 0 {
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return // bpm not set yet
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}
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if p.synth != nil {
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err := p.synth.Update(p.patch, p.bpm)
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if err != nil {
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p.synth = nil
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p.trySend(PlayerCrashMessage{fmt.Errorf("synth.Update: %w", err)})
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return
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}
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} else {
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var err error
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p.synth, err = p.synther.Synth(p.patch, p.bpm)
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if err != nil {
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p.synth = nil
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p.trySend(PlayerCrashMessage{fmt.Errorf("synther.Synth: %w", err)})
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return
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}
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for i := 0; i < 32; i++ {
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p.synth.Release(i)
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}
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}
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}
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// all sends 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) trySend(message interface{}) {
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select {
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case p.playerMessages <- PlayerMessage{AverageVolume: p.avgVolumeMeter.Level, PeakVolume: p.peakVolumeMeter.Level, SongRow: p.position, VoiceStates: p.voiceStates, Inner: message}:
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default:
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}
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}
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func (p *Player) triggerInstrument(instrument int, note byte) {
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ID := idForInstrumentNote(instrument, note)
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p.release(ID)
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if p.patch == nil || instrument < 0 || instrument >= len(p.patch) {
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return
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}
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voiceStart := p.patch.FirstVoiceForInstrument(instrument)
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voiceEnd := voiceStart + p.patch[instrument].NumVoices
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p.trigger(voiceStart, voiceEnd, note, ID)
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}
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func (p *Player) releaseInstrument(instrument int, note byte) {
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p.release(idForInstrumentNote(instrument, note))
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}
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func (p *Player) triggerTrack(track int, note byte) {
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ID := idForTrack(track)
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p.release(ID)
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voiceStart := p.score.FirstVoiceForTrack(track)
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voiceEnd := voiceStart + p.score.Tracks[track].NumVoices
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p.trigger(voiceStart, voiceEnd, note, ID)
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}
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func (p *Player) releaseTrack(track int) {
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p.release(idForTrack(track))
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}
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func (p *Player) trigger(voiceStart, voiceEnd int, note byte, ID int) {
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if p.synth == nil {
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return
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}
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var age int = 0
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oldestReleased := false
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oldestVoice := 0
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for i := voiceStart; i < voiceEnd; i++ {
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for len(p.voiceReleased) <= i {
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p.voiceReleased = append(p.voiceReleased, true)
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}
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for len(p.samplesSinceEvent) <= i {
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p.samplesSinceEvent = append(p.samplesSinceEvent, 0)
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}
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for len(p.voiceNoteID) <= i {
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p.voiceNoteID = append(p.voiceNoteID, 0)
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}
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// find a suitable voice to trigger. if the voice has been released,
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// then we prefer to trigger that over a voice that is still playing. in
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// case two voices are both playing or or both are released, we prefer
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// the older one
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if (p.voiceReleased[i] && !oldestReleased) ||
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(p.voiceReleased[i] == oldestReleased && p.samplesSinceEvent[i] >= age) {
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oldestVoice = i
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oldestReleased = p.voiceReleased[i]
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age = p.samplesSinceEvent[i]
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}
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}
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p.voiceNoteID[oldestVoice] = ID
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p.voiceReleased[oldestVoice] = false
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p.voiceStates[oldestVoice] = 1.0
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p.samplesSinceEvent[oldestVoice] = 0
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if p.synth != nil {
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p.synth.Trigger(oldestVoice, note)
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}
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}
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func (p *Player) release(ID int) {
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if p.synth == nil {
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return
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}
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for i := 0; i < len(p.voiceNoteID); i++ {
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if p.voiceNoteID[i] == ID && !p.voiceReleased[i] {
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p.voiceReleased[i] = true
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p.samplesSinceEvent[i] = 0
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p.synth.Release(i)
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return
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}
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}
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}
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// we need to give voices triggered by different sources a identifier who triggered it
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// positive values are for voices triggered by instrument jamming i.e. MIDI message from
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// host or pressing key on the keyboard
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// negative values are for voices triggered by tracks when playing a song
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func idForInstrumentNote(instrument int, note byte) int {
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return instrument*256 + int(note)
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}
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func idForTrack(track int) int {
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return -1 - track
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}
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