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voice_classes.cpp
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voice_classes.cpp
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/*
The voice producing machine, diverted into two blocks:
VOICES actually calculate a single voice sound. They
do basic voice handling like ADSR, pitch and the unevitable
click and percussion effects.
A NOTEMASTER instantiates as many voice class objects as needed
for the current instrument. The numbers are tunable in "Globals.h",
definition "NUMOFVOICES". It handles all incoming events like note
on and off, all notes off, pedal, pitch bend and so on. The events
will then be assigned to the corresponding voices. The notemaster
assigns a specific wavetable to each voice. Only active voices
are handled by the notemaster - that's the main reason why the CPU
meter goes up when you hold more notes. The positive effect is: The
meter goes down if you use less voices...
*/
#include "voice_classes.h"
#include <stdio.h>
#include <string.h>
#include <math.h>
#ifdef WIN32
#include <wtypes.h>
#endif
#define DENORMALIZE(fv) (fv<.00000001f && fv>-.00000001f)?0:(fv)
// -------- helper function
char* note2str(long note)
{
static char notestr[4];
int octave=int(note/12);
switch(note%12)
{
case 0:
sprintf(notestr,"C%1d",octave);
break;
case 1:
sprintf(notestr,"C#%1d",octave);
break;
case 2:
sprintf(notestr,"D%1d",octave);
break;
case 3:
sprintf(notestr,"D#%1d",octave);
break;
case 4:
sprintf(notestr,"E%1d",octave);
break;
case 5:
sprintf(notestr,"F%1d",octave);
break;
case 6:
sprintf(notestr,"F#%1d",octave);
break;
case 7:
sprintf(notestr,"G%1d",octave);
break;
case 8:
sprintf(notestr,"G#%1d",octave);
break;
case 9:
sprintf(notestr,"A%1d",octave);
break;
case 10:
sprintf(notestr,"A#%1d",octave);
break;
case 11:
sprintf(notestr,"B%1d",octave);
break;
}
return(notestr);
}
void voice::reset()
{
actual_note=-1;
next_note=-1;
perc_next_note=-1;
perc_ok=false;
vca_phase=VP_IDLE;
output=0;
VCA=0;
perc=0;
perc_vca=0;
percmultiplier=0;
adsr_decay=0;
click=0;
status=VS_IDLE;
pedal=false;
pitch=1;
phase=phaseinc=0;
sustain=0;
}
void voice::suspend()
{
actual_note=-1;
next_note=-1;
perc_next_note=-1;
vca_phase=VP_IDLE;
output=0;
VCA=0;
perc_vca=0;
status=VS_IDLE;
pitch=1;
phase=phaseinc=0;
}
void voice::resume()
{
}
voice::voice()
{
midi_scaler = (1. / 127.);
long i;
double k = 1.059463094359; // 12th root of 2
double a = 6.875; // a
a *= k; // b
a *= k; // bb
a *= k; // c, frequency of midi note 0
for (i = 0; i < 128; i++) // 128 midi notes
{
freqtab[i] = (float)a;
a *= k;
}
samplecount1=samplecount2=0;
sustain=0;
perc_ok=false;
};
void voice::set_samplerate(float samplerate)
{
this->samplerate=samplerate;
clicklp.set_samplerate(samplerate);
}
void voice::voicecalc()
{
/*
This "scaler" stuff is important to keep timing independant from
the actual samplerate.
*/
float scaler;
scaler=samplerate/44100;
clickattack=.004f/scaler;
adsr_attack=.05f/scaler;
adsr_decay=0/scaler;
if(sustain>0)
adsr_release=(.0001f+.0005f*(1-sustain))/scaler;
else
adsr_release=.99f/scaler;
adsr_fast_release=.03f/scaler;
perc_decay=perc_fade*.00035f/scaler;
perc_decay*=3;
samplerate_scaler = (float)((double)my_size / (double)samplerate);
phaseinc=(float)freqtab[actual_note] * samplerate_scaler * pitch;
if(perc_phase==0)
{
// fast sine calculation, precise enough for our percussion effect
float fact=percmultiplier*freqtab[actual_note];
while(fact>3800)
fact*=.5f;
a=2*sinf(3.14159265358979f*pitch*fact/samplerate);
s0=.5f;
s1=0;
}
}
float voice::clock()
{
if(status==VS_IDLE||actual_note<0) // nothing to do...
return(0);
output=0;
/*
This is the part where we read a value from the assigned wavetable.
We use a very simple interpolation to determine the actual sample
value. Since we use almost pure sine waves we don't have to take care
about anti-aliasing here. The few aliasing effects we receive sound just
like those real hardware tonewheels...
*/
iphase=int(phase);
fract=phase-iphase;
y0=my_table[iphase];
y1=my_table[iphase+1];
output=(y0+fract*(y1-y0))*VCA;
phase += phaseinc;
/*
No, we don't use the bit mask stuff as mentioned in the SDK.
It's _not_ slower this way, and we can have random wavetable sizes.
*/
if(phase>my_size)
phase-=my_size;
samplecount1++;
if(samplecount1>5)
{
samplecount1=0;
if(vca_phase==VP_A) // attack
{
if(click<=0)
{
VCA+=adsr_attack;
}
if(VCA>1)
{
VCA=1;
vca_phase=VP_D;
}
}
else if(vca_phase==VP_D)
{
vca_phase=VP_S;
}
else if(vca_phase==VP_S)
{
// output*=adsr_sustain;
}
else if(vca_phase==VP_R) // release
{
if(perc>0)
{
if(sustain==0)
perc_phase=3;
}
if(click>0 && sustain==0)
{
static unsigned long randSeed = 22222, maxrand=(unsigned long)-1;
float rand=0;
randSeed = (randSeed * 196314165) + 907633515;
rand=(float)randSeed/0xffffffff;
clicklp.clock(click*rand*.3f);
noise=clicklp.bp()*clickvol*.7f;
output+=noise;
}
if(sustain>0)
VCA-=adsr_release;
else
VCA*=adsr_release;
if(VCA<=0.00001f)
{
VCA=0;
actual_note=-1;
phase=0;
vca_phase=VP_IDLE;
output=0;
status=VS_IDLE;
}
}
else if(vca_phase==VP_FR) // fast release
{
VCA-=adsr_fast_release;
if(VCA<=0)
{
VCA=0;
actual_note=-1;
if(next_note>=0)
{
actual_note=next_note;
next_note=-1;
vca_phase=VP_A;
phase=0;
perc_phase=0;
this->voicecalc();
if(perc_ok && perc>0 && percmultiplier>0) // retrigger percussion
{
perc_phase=1;
perc_vca=0;
}
}
else
status=VS_IDLE;
}
}
}
if(vca_phase==VP_A && click>0)
{
static unsigned long randSeed = 22222, maxrand=(unsigned long)-1;
float rand=0;
float mattack=0;
if(mattack<1)
mattack=VCA*8;
if(mattack>1)
mattack=1;
randSeed = (randSeed * 196314165) + 907633515;
rand=(float)randSeed/0xffffffff;
clicklp.clock(click*rand*.3f);
noise=clicklp.bp();
noise*=clickvol;
output=mattack*(2-VCA)*(output+noise);
VCA+=clickattack;
}
if(perc_ok && perc_phase>0)
{
s0=s0-a*s1; // calculate sine wave
s1=s1+a*s0; //
output+=perc*s0*perc_vca*perc_vca;
samplecount2++;
if(samplecount2>5)
{
samplecount2=0;
if(perc_phase==1) // percussion attack
{
perc_vca+=adsr_attack;
if(perc_vca>=1)
perc_phase=2; // switch to percussion decay
}
else if(perc_phase==2) // percussion decay
{
perc_vca-=perc_decay;
if(perc_vca<=0)
{
perc_vca=0;
perc_phase=0; // percussion finished
}
}
else if(perc_phase==3) // percussion fast release
{
perc_vca-=adsr_fast_release;
if(perc_vca<=0)
{
perc_vca=0;
perc_phase=0; // percussion finished
}
}
}
}
output=DENORMALIZE(output);
return(output);
}
long voice::get_note()
{
return(actual_note);
}
bool voice::check_note(long note)
{
if(note==actual_note || note==next_note)
return(true);
else
return(false);
}
bool voice::get_active()
{
if(status==VS_IDLE)
return(false);
else
return(true);
}
void voice::note_on(long note, long velocity, float *table, int size, float pitch, bool percenable, float sclick, float sust)
{
my_table=table;
my_size=size;
click= 0; //sclick; // kill the click
perc_ok=percenable;
sustain=sust;
if(note>=0 && note<128)
{
if(click>0)
{
float clickfreq=(freqtab[note]+70)*16;
if(clickfreq>5000)
clickfreq=5000;
//clicklp.setparam(3000+clickfreq*.3f,.1f,samplerate);
clicklp.setparam(clickfreq,.1f,samplerate);
clickvol=note*note*.0008f;
}
//if(actual_note>=0) // fast retrigger
//{
// next_note=note;
// vca_phase=VP_FR;
// perc_phase=3;
//}
//else // normal note on
{
VCA=0;
phase=0;
phaseinc=0;
vca_phase=VP_A;
actual_note=note&0x7f;
perc_phase=0;
this->voicecalc();
perc_phase=1;
}
status=VS_PLAYING;
}
else
note_off(-1);
}
void voice::note_off(long note)
{
if(note==actual_note && next_note>=0)
{
vca_phase=VP_FR;
return;
}
if(!pedal)
vca_phase=VP_R;
else
status=VS_WAIT_PUP;
}
void voice::force_off()
{
next_note=-1;
vca_phase=VP_FR;
}
void voice::set_pedal(bool pedal)
{
if(pedal!=this->pedal)
{
if(!pedal)
if(status==VS_WAIT_PUP)
vca_phase=VP_R;
this->pedal=pedal;
}
}
void voice::set_percussion(float percussion,float perc_multiplier,float percfade)
{
if(percussion>=0)
perc=percussion*2;
if(perc_multiplier>=0)
percmultiplier=perc_multiplier;
if(percfade>=0)
perc_fade=1-percfade+.5f;
}
void voice::set_pitch(float pitch)
{
this->pitch=pitch;
this->voicecalc();
}
notemaster::notemaster(int number)
{
my_samplerate=44100;
pitch=next_pitch=1;
my_percussion=-1;
if(number<1)
number=1;
if(number>MAXVOICES)
number=MAXVOICES;
for(x=0;x<=MAXVOICES;x++)
voices[x]=NULL;
for(x=0;x<=number;x++)
{
voices[x] = new voice();
if(voices[x]!=NULL)
{
age[x]=0;
chan[x]=15;
voices[x]->reset();
voices[x]->set_samplerate(my_samplerate);
volume[x]=1;
}
}
numofvoices=number;
}
notemaster::~notemaster()
{
for(x=0;x<MAXVOICES;x++)
if(voices[x]!=NULL)
voices[x]->~voice();
}
void notemaster::set_numofvoices(int number)
{
// we create one additional voice for channel 2 (bass pedal)
if(number<1)
number=1;
if(number>MAXVOICES)
number=MAXVOICES;
for(x=0;x<=MAXVOICES;x++)
{
if(voices[x]!=NULL)
{
voices[x]->~voice();
}
voices[x]=NULL;
age[x]=0;
}
for(x=0;x<=number;x++)
{
voices[x] = new voice();
if(voices[x]!=NULL)
{
age[x]=0;
chan[x]=15;
voices[x]->reset();
voices[x]->set_samplerate(my_samplerate);
voices[x]->set_percussion(my_percussion,my_perc_multiplier,my_percfade);
volume[x]=1;
}
}
numofvoices=number;
}
void notemaster::note_on(long note, long velocity, float *table, int size1, int channel, bool percenable, float click, float sustain)
{
/*
The most interesting part here is the note priority and "stealing"
algorithm. We do it this way:
If a new note on event is received we look for an idle voice. If
there's none available we choose the oldest active voice and let it
perform a fast note off followed by a note on. This "fast retrigger"
is entirely calculated by the voice itself.
"Mono" mode is defined by numofvoices=1.
*/
int maxpos=0,newpos;
unsigned long maxage;
note-=12;
if(note<0)
return;
if(note>128)
return;
if(channel==2)
{
newpos=numofvoices; // reserved voice for bass pedal (channel 2)
}
else
{
maxage=0;
newpos=-1;
maxpos=0;
// calculate newpos - the voice number to produce the note
for(x=0;x<numofvoices;x++)
{
if(voices[x]==NULL)
continue;
// do we have an existing note?
// -> retrigger
if(voices[x]->get_active() && voices[x]->check_note(note) && chan[x]==(unsigned char)channel)
{
newpos=x;
age[x]=0;
}
if(voices[x]->get_active())
{
// age all active voices
age[x]++;
// let maxpos hold number of oldest voice
if(age[x]>maxage)
{
maxpos=x;
maxage=age[x];
}
}
else if(newpos== -1) // voice is not active. If we don't have
// to retrigger - this is our voice!
newpos=x;
}
if(newpos== -1) // no free voice and nothing to retrigger
newpos=maxpos; // -> choose oldest voice
}
// let the voice play the note. Fast retrigger is handled by the voice.
voices[newpos]->note_on(note,velocity,table,size1,pitch,percenable,click,sustain);
age[newpos]=0;
if(channel>0 && channel<3)
chan[newpos]=(unsigned char)channel;
else
chan[newpos]=0;
}
void notemaster::note_off(long note, int channel)
{
note-=12;
if(note<0)
return;
if(channel==2)
{
if(voices[numofvoices]->check_note(note))
voices[numofvoices]->note_off(note);
}
else
{
for(x=0;x<numofvoices;x++)
{
if(chan[x]==(unsigned char)channel && voices[x]->check_note(note))
{
voices[x]->note_off(note);
age[x]=0;
}
}
}
}
float *notemaster::clock()
{
output[0]=output[1]=output[2]=0;
for(x=0;x<=numofvoices;x++)
if(chan[x]<3)
output[chan[x]]+=volume[chan[x]]*voices[x]->clock();
// output[0]=DENORMALIZE(output[0]);
// output[1]=DENORMALIZE(output[1]);
return(output);
}
void notemaster::all_notes_off()
{
pitch=next_pitch=1;
for(x=0;x<=numofvoices;x++)
{
voices[x]->force_off();
age[x]=0;
}
}
void notemaster::set_pedal(int pedal, int channel)
{
bool my_pedal;
if(pedal<64)
my_pedal=false;
else
my_pedal=true;
for(x=0;x<=numofvoices;x++)
voices[x]->set_pedal(my_pedal);
}
void notemaster::set_samplerate(float samplerate)
{
my_samplerate=samplerate;
for(x=0;x<=numofvoices;x++)
voices[x]->set_samplerate(samplerate);
}
void notemaster::set_percussion(float percussion,float perc_multiplier,float percfade)
{
my_percussion=percussion; // memorize percussion values
my_perc_multiplier=perc_multiplier;
my_percfade=percfade;
for(x=0;x<numofvoices;x++)
voices[x]->set_percussion(percussion,perc_multiplier,percfade);
voices[numofvoices]->set_percussion(percussion*.3f,perc_multiplier,percfade);
}
void notemaster::set_pitch(float pitch, int channel)
{
this->pitch=pitch;
for(x=0;x<=numofvoices;x++)
{
if(chan[x]==channel)
voices[x]->set_pitch(pitch);
}
}
void notemaster::set_volume(float vol, int channel)
{
volume[channel]=vol;
}
void notemaster::reset()
{
for(x=0;x<=numofvoices;x++)
voices[x]->reset();
}
void notemaster::suspend()
{
for(x=0;x<=numofvoices;x++)
voices[x]->suspend();
}
void notemaster::resume()
{
for(x=0;x<=numofvoices;x++)
voices[x]->resume();
}