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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.
194 lines
6.3 KiB
Go
194 lines
6.3 KiB
Go
package bridge
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import (
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"errors"
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)
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// #cgo CFLAGS: -I"${SRCDIR}/../include"
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// #cgo LDFLAGS: "${SRCDIR}/../build/src/libsointu.a"
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// #include <sointu.h>
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import "C"
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// SynthState contains the entire state of sointu sound engine
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type Synth C.Synth // hide C.Synth, explicit cast is still possible if needed
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type SynthState C.SynthState // hide C.Synthstate, explicit cast is still possible if needed
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// Opcode is a single byte, representing the virtual machine commands used in Sointu
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type Opcode byte
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// Unit includes command (filter, oscillator, envelope etc.) and its parameters
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type Unit struct {
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Command Opcode
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Params []byte
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}
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// Instrument includes a list of units consisting of the instrument, and the number of polyphonic voices for this instrument
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type Instrument struct {
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NumVoices int
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Units []Unit
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}
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type Patch []Instrument
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func (p Patch) TotalVoices() int {
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ret := 0
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for _, i := range p {
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ret += i.NumVoices
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}
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return ret
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}
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var ( // cannot be const as the rhs are not known at compile-time
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Add = Opcode(C.su_add_id)
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Addp = Opcode(C.su_addp_id)
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Pop = Opcode(C.su_pop_id)
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Loadnote = Opcode(C.su_loadnote_id)
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Mul = Opcode(C.su_mul_id)
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Mulp = Opcode(C.su_mulp_id)
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Push = Opcode(C.su_push_id)
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Xch = Opcode(C.su_xch_id)
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Distort = Opcode(C.su_distort_id)
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Hold = Opcode(C.su_hold_id)
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Crush = Opcode(C.su_crush_id)
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Gain = Opcode(C.su_gain_id)
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Invgain = Opcode(C.su_invgain_id)
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Filter = Opcode(C.su_filter_id)
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Clip = Opcode(C.su_clip_id)
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Pan = Opcode(C.su_pan_id)
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Delay = Opcode(C.su_delay_id)
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Compres = Opcode(C.su_compres_id)
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Advance = Opcode(C.su_advance_id)
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Speed = Opcode(C.su_speed_id)
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Out = Opcode(C.su_out_id)
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Outaux = Opcode(C.su_outaux_id)
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Aux = Opcode(C.su_aux_id)
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Send = Opcode(C.su_send_id)
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Envelope = Opcode(C.su_envelope_id)
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Noise = Opcode(C.su_noise_id)
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Oscillat = Opcode(C.su_oscillat_id)
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Loadval = Opcode(C.su_loadval_id)
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Receive = Opcode(C.su_receive_id)
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In = Opcode(C.su_in_id)
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)
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// Stereo returns the stereo version of any (mono or stereo) opcode
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func (o Opcode) Stereo() Opcode {
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return Opcode(byte(o) | 1) // set lowest bit
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}
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// Mono returns the mono version of any (mono or stereo) opcode
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func (o Opcode) Mono() Opcode {
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return Opcode(byte(o) & 0xFE) // clear lowest bit
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}
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// Render tries to fill the buffer with samples rendered by Sointu.
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// Use this version if you are not interested in time modulation. Will always
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// fill the buffer.
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// Parameters:
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// buffer float32 slice to fill with rendered samples. Stereo signal, so
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// should have even length.
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// Returns an error if something went wrong.
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func (synth *Synth) Render(state *SynthState, buffer []float32) error {
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if len(buffer)%1 == 1 {
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return errors.New("Render writes stereo signals, so buffer should have even length")
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}
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maxSamples := len(buffer) / 2
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errcode := C.su_render((*C.Synth)(synth), (*C.SynthState)(state), (*C.float)(&buffer[0]), C.int(maxSamples))
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if errcode > 0 {
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return errors.New("Render failed")
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}
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return nil
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}
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// RenderTime renders until the buffer is full or the modulated time is reached, whichever
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// happens first.
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// Parameters:
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// buffer float32 slice to fill with rendered samples. Stereo signal, so
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// should have even length.
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// maxtime how long nominal time to render in samples. Speed unit might modulate time
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// so the actual number of samples rendered depends on the modulation and if
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// buffer is full before maxtime is reached.
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// Returns a tuple (int, int, error), consisting of:
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// samples number of samples rendered in the buffer
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// time how much the time advanced
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// error potential error
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// In practice, if nsamples = len(buffer)/2, then time <= maxtime. If maxtime was reached
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// first, then nsamples <= len(buffer)/2 and time >= maxtime. Note that it could happen that
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// time > maxtime, as it is modulated and the time could advance by 2 or more, so the loop
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// exit condition would fire when the time is already past maxtime.
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// Under no conditions, nsamples >= len(buffer)/2 i.e. guaranteed to never overwrite the buffer.
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func (synth *Synth) RenderTime(state *SynthState, buffer []float32, maxtime int) (int, int, error) {
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if len(buffer)%1 == 1 {
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return -1, -1, errors.New("RenderTime writes stereo signals, so buffer should have even length")
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}
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samples := C.int(len(buffer) / 2)
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time := C.int(maxtime)
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errcode := int(C.su_render_time((*C.Synth)(synth), (*C.SynthState)(state), (*C.float)(&buffer[0]), &samples, &time))
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if errcode > 0 {
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return -1, -1, errors.New("RenderTime failed")
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}
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return int(samples), int(time), nil
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}
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func Compile(patch Patch) (*Synth, error) {
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totalVoices := 0
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commands := make([]Opcode, 0)
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values := make([]byte, 0)
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polyphonyBitmask := 0
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for _, instr := range patch {
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if len(instr.Units) > 63 {
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return nil, errors.New("An instrument can have a maximum of 63 units")
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}
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if instr.NumVoices < 1 {
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return nil, errors.New("Each instrument must have at least 1 voice")
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}
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for _, unit := range instr.Units {
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commands = append(commands, unit.Command)
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values = append(values, unit.Params...)
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}
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commands = append(commands, Advance)
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totalVoices += instr.NumVoices
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for k := 0; k < instr.NumVoices-1; k++ {
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polyphonyBitmask = (polyphonyBitmask << 1) + 1
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}
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polyphonyBitmask <<= 1
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}
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if totalVoices > 32 {
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return nil, errors.New("Sointu does not support more than 32 concurrent voices")
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}
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if len(commands) > 2048 { // TODO: 2048 could probably be pulled automatically from cgo
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return nil, errors.New("The patch would result in more than 2048 commands")
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}
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if len(values) > 16384 { // TODO: 16384 could probably be pulled automatically from cgo
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return nil, errors.New("The patch would result in more than 16384 values")
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}
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s := new(Synth)
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for i := range commands {
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s.Commands[i] = (C.uchar)(commands[i])
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}
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for i := range values {
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s.Values[i] = (C.uchar)(values[i])
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}
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s.NumVoices = C.uint(totalVoices)
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s.Polyphony = C.uint(polyphonyBitmask)
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return s, nil
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}
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func (s *SynthState) Trigger(voice int, note byte) {
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cs := (*C.SynthState)(s)
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cs.SynthWrk.Voices[voice] = C.Voice{}
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cs.SynthWrk.Voices[voice].Note = C.int(note)
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}
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func (s *SynthState) Release(voice int) {
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cs := (*C.SynthState)(s)
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cs.SynthWrk.Voices[voice].Release = 1
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}
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func NewSynthState() *SynthState {
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s := new(SynthState)
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s.RandSeed = 1
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return s
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}
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