sointu/synth.go
5684185+vsariola@users.noreply.github.com 5bbec75120 refactor: rename sointu.Render as AudioBuffer.Fill
The Render name misleading as it did not do the same thing as normal
Synth.Render, because it disregarded time limits. Conceptually, as
the function modifies the state of the synth, it would be better to
be synth.Fill(audioBuffer), but we cannot define methods on
interfaces; therefore, it is audioBuffer.Fill(synth) now.
2023-10-19 11:14:44 +03:00

105 lines
3.5 KiB
Go

package sointu
import (
"fmt"
)
type (
// Synth represents a state of a synthesizer, compiled from a Patch.
Synth interface {
// Render tries to fill a stereo signal buffer with sound from the
// synthesizer, until either the buffer is full or a given number of
// timesteps is advanced. Normally, 1 sample = 1 unit of time, but speed
// modulations may change this. It returns the number of samples filled (in
// stereo samples i.e. number of elements of AudioBuffer filled), the
// number of sync outputs written, the number of time steps time advanced,
// and a possible error.
Render(buffer AudioBuffer, maxtime int) (sample int, time int, err error)
// Update recompiles a patch, but should maintain as much as possible of its
// state as reasonable. For example, filters should keep their state and
// delaylines should keep their content. Every change in the Patch triggers
// an Update and if the Patch would be started fresh every time, it would
// lead to very choppy audio.
Update(patch Patch, bpm int) error
// Trigger triggers a note for a given voice. Called between synth.Renders.
Trigger(voice int, note byte)
// Release releases the currently playing note for a given voice. Called
// between synth.Renders.
Release(voice int)
}
// Synther compiles a given Patch into a Synth, throwing errors if the
// Patch is malformed.
Synther interface {
Synth(patch Patch, bpm int) (Synth, error)
}
)
// Play plays the Song by first compiling the patch with the given Synther,
// returning the stereo audio buffer as a result (and possible errors).
func Play(synther Synther, song Song) (AudioBuffer, error) {
err := song.Validate()
if err != nil {
return nil, err
}
synth, err := synther.Synth(song.Patch, song.BPM)
if err != nil {
return nil, fmt.Errorf("sointu.Play failed: %v", err)
}
curVoices := make([]int, len(song.Score.Tracks))
for i := range curVoices {
curVoices[i] = song.Score.FirstVoiceForTrack(i)
}
initialCapacity := song.Score.LengthInRows() * song.SamplesPerRow()
buffer := make(AudioBuffer, 0, initialCapacity)
rowbuffer := make(AudioBuffer, song.SamplesPerRow())
for row := 0; row < song.Score.LengthInRows(); row++ {
patternRow := row % song.Score.RowsPerPattern
pattern := row / song.Score.RowsPerPattern
for t := range song.Score.Tracks {
order := song.Score.Tracks[t].Order
if pattern < 0 || pattern >= len(order) {
continue
}
patternIndex := song.Score.Tracks[t].Order[pattern]
patterns := song.Score.Tracks[t].Patterns
if patternIndex < 0 || int(patternIndex) >= len(patterns) {
continue
}
pattern := patterns[patternIndex]
if patternRow < 0 || patternRow >= len(pattern) {
continue
}
note := pattern[patternRow]
if note > 0 && note <= 1 { // anything but hold causes an action.
continue
}
synth.Release(curVoices[t])
if note > 1 {
curVoices[t]++
first := song.Score.FirstVoiceForTrack(t)
if curVoices[t] >= first+song.Score.Tracks[t].NumVoices {
curVoices[t] = first
}
synth.Trigger(curVoices[t], note)
}
}
tries := 0
for rowtime := 0; rowtime < song.SamplesPerRow(); {
samples, time, err := synth.Render(rowbuffer, song.SamplesPerRow()-rowtime)
if err != nil {
return buffer, fmt.Errorf("render failed: %v", err)
}
rowtime += time
buffer = append(buffer, rowbuffer[:samples]...)
if tries > 100 {
return nil, fmt.Errorf("Song speed modulation likely so slow that row never advances; error at pattern %v, row %v", pattern, patternRow)
}
}
}
return buffer, nil
}