Files
sointu/song/song.go
Veikko Sariola 8183c698da 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.
2020-10-28 19:47:59 +02:00

129 lines
2.9 KiB
Go

package song
import (
"errors"
"github.com/vsariola/sointu/bridge"
)
type Track struct {
NumVoices int
Sequence []byte
}
type Song struct {
BPM int
Patterns [][]byte
Tracks []Track
Patch bridge.Patch
Samples int // -1 means calculate automatically, but you can also set it manually
}
func NewSong(bpm int, patterns [][]byte, tracks []Track, patch bridge.Patch) (*Song, error) {
s := new(Song)
s.BPM = bpm
s.Patterns = patterns
s.Tracks = tracks
s.Patch = patch
err := s.Validate()
if err != nil {
return nil, err
}
s.Samples = -1
return s, nil
}
func (s *Song) Validate() error {
if s.BPM < 1 {
return errors.New("BPM should be > 0")
}
for i := range s.Patterns[:len(s.Patterns)-1] {
if len(s.Patterns[i]) != len(s.Patterns[i+1]) {
return errors.New("Every pattern should have the same length")
}
}
for i := range s.Tracks[:len(s.Tracks)-1] {
if len(s.Tracks[i].Sequence) != len(s.Tracks[i+1].Sequence) {
return errors.New("Every track should have the same sequence length")
}
}
totalTrackVoices := 0
for _, track := range s.Tracks {
totalTrackVoices += track.NumVoices
for _, p := range track.Sequence {
if p < 0 || int(p) >= len(s.Patterns) {
return errors.New("Tracks use a non-existing pattern")
}
}
}
if totalTrackVoices > s.Patch.TotalVoices() {
return errors.New("Tracks use too many voices")
}
return nil
}
func (s *Song) PatternRows() int {
return len(s.Patterns[0])
}
func (s *Song) SequenceLength() int {
return len(s.Tracks[0].Sequence)
}
func (s *Song) TotalRows() int {
return s.PatternRows() * s.SequenceLength()
}
func (s *Song) SamplesPerRow() int {
return 44100 * 60 / (s.BPM * 4)
}
func (s *Song) FirstTrackVoice(track int) int {
ret := 0
for _, t := range s.Tracks[:track] {
ret += t.NumVoices
}
return ret
}
func (s *Song) Render(synth *bridge.Synth, state *bridge.SynthState) ([]float32, error) {
err := s.Validate()
if err != nil {
return nil, err
}
curVoices := make([]int, len(s.Tracks))
for i := range curVoices {
curVoices[i] = s.FirstTrackVoice(i)
}
samples := s.Samples
if samples < 0 {
samples = s.TotalRows() * s.SamplesPerRow()
}
buffer := make([]float32, samples*2)
totaln := 0
rowtime := 44100 * 60 / (s.BPM * 4)
for row := 0; row < s.TotalRows(); row++ {
patternRow := row % s.PatternRows()
pattern := row / s.PatternRows()
for t := range s.Tracks {
patternIndex := s.Tracks[t].Sequence[pattern]
note := s.Patterns[patternIndex][patternRow]
if note == 1 { // anything but hold causes an action.
continue // TODO: can hold be actually something else than 1?
}
state.Release(curVoices[t])
if note > 1 {
curVoices[t]++
first := s.FirstTrackVoice(t)
if curVoices[t] >= first+s.Tracks[t].NumVoices {
curVoices[t] = first
}
state.Trigger(curVoices[t], note)
}
}
samples, _, _ := synth.RenderTime(state, buffer[2*totaln:], rowtime)
totaln += samples
}
return buffer, nil
}