nekobi-reworked/plugins/Nekobi/nekobee-src/nekobee_synth.c

217 lines
6.2 KiB
C

/* nekobee DSSI software synthesizer plugin
*
* Copyright (C) 2004 Sean Bolton and others.
*
* Portions of this file may have come from Steve Brookes'
* nekobee, copyright (C) 1999 S. J. Brookes.
* Portions of this file may have come from Peter Hanappe's
* Fluidsynth, copyright (C) 2003 Peter Hanappe and others.
* Portions of this file may have come from Chris Cannam and Steve
* Harris's public domain DSSI example code.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied
* warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public
* License along with this program; if not, write to the Free
* Software Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307, USA.
*/
#include "nekobee_synth.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "nekobee_voice.h"
/*
* nekobee_synth_all_voices_off
*
* stop processing all notes immediately
*/
void nekobee_synth_all_voices_off(nekobee_synth_t *synth) {
int i;
nekobee_voice_t *voice = synth->voice;
if (_PLAYING(voice)) {
nekobee_voice_off(voice);
}
for (i = 0; i < 8; i++) synth->held_keys[i] = -1;
}
/*
* nekobee_synth_note_off
*
* handle a note off message
*/
void nekobee_synth_note_off(nekobee_synth_t *synth, unsigned char key,
unsigned char rvelocity) {
int count = 0;
nekobee_voice_t *voice = synth->voice;
if (_PLAYING(voice)) {
nekobee_voice_note_off(synth, voice, key, 64);
count++;
}
if (!count) nekobee_voice_remove_held_key(synth, key);
return;
(void)rvelocity;
}
/*
* nekobee_synth_all_notes_off
*
* put all notes into the released state
*/
void nekobee_synth_all_notes_off(nekobee_synth_t *synth) {
nekobee_voice_t *voice = synth->voice;
/* reset the sustain controller */
synth->cc[MIDI_CTL_SUSTAIN] = 0;
if (_ON(voice) || _SUSTAINED(voice)) {
nekobee_voice_release_note(synth, voice);
}
}
/*
* nekobee_synth_note_on
*/
void nekobee_synth_note_on(nekobee_synth_t *synth, unsigned char key,
unsigned char velocity) {
nekobee_voice_t *voice;
voice = synth->voice;
if (_PLAYING(synth->voice)) {
// XDB_MESSAGE(XDB_NOTE, " nekobee_synth_note_on: retriggering mono
// voice on new key %d\n", key);
}
voice->note_id = synth->note_id++;
nekobee_voice_note_on(synth, voice, key, velocity);
}
/*
* nekobee_synth_update_volume
*/
void nekobee_synth_update_volume(nekobee_synth_t *synth) {
synth->cc_volume = (float)(synth->cc[MIDI_CTL_MSB_MAIN_VOLUME] * 128 +
synth->cc[MIDI_CTL_LSB_MAIN_VOLUME]) /
16256.0f;
if (synth->cc_volume > 1.0f) synth->cc_volume = 1.0f;
/* don't need to check if any playing voices need updating, because it's
* global */
}
/*
* nekobee_synth_control_change
*/
void nekobee_synth_control_change(nekobee_synth_t *synth, unsigned int param,
signed int value) {
synth->cc[param] = value;
switch (param) {
case MIDI_CTL_MSB_MAIN_VOLUME:
case MIDI_CTL_LSB_MAIN_VOLUME:
nekobee_synth_update_volume(synth);
break;
case MIDI_CTL_ALL_SOUNDS_OFF:
nekobee_synth_all_voices_off(synth);
break;
case MIDI_CTL_RESET_CONTROLLERS:
nekobee_synth_init_controls(synth);
break;
case MIDI_CTL_ALL_NOTES_OFF:
nekobee_synth_all_notes_off(synth);
break;
/* what others should we respond to? */
/* these we ignore (let the host handle):
* BANK_SELECT_MSB
* BANK_SELECT_LSB
* DATA_ENTRY_MSB
* NRPN_MSB
* NRPN_LSB
* RPN_MSB
* RPN_LSB
* -FIX- no! we need RPN (0, 0) Pitch Bend Sensitivity!
*/
}
}
/*
* nekobee_synth_init_controls
*/
void nekobee_synth_init_controls(nekobee_synth_t *synth) {
int i;
for (i = 0; i < 128; i++) {
synth->cc[i] = 0;
}
synth->cc[7] = 127; /* full volume */
nekobee_synth_update_volume(synth);
}
/*
* nekobee_synth_render_voices
*/
void nekobee_synth_render_voices(nekobee_synth_t *synth, float *out,
unsigned long sample_count,
int do_control_update) {
unsigned long i;
float res, wow;
/* clear the buffer */
for (i = 0; i < sample_count; i++) out[i] = 0.0f;
// we can do anything that must be updated all the time here
// this is called even when a voice isn't playing
// approximate a log scale
res = 1 - synth->resonance;
wow = res * res;
wow = wow / 10.0f;
// as the resonance is increased, "wow" slows down the accent attack
if ((synth->voice->velocity > 90) &&
(synth->vcf_accent < synth->voice->vcf_eg)) {
synth->vcf_accent = (0.985 - wow) * synth->vcf_accent +
(0.015 + wow) * synth->voice->vcf_eg;
} else {
synth->vcf_accent = (0.985 - wow) * synth->vcf_accent; // or just decay
}
if (synth->voice->velocity > 90) {
synth->vca_accent = 0.95 * synth->vca_accent +
0.05; // ramp up accent on with a time constant
} else {
synth->vca_accent =
0.95 * synth->vca_accent; // accent off with time constant
}
#if defined(XSYNTH_DEBUG) && (XSYNTH_DEBUG & XDB_AUDIO)
out[0] += 0.10f; /* add a 'buzz' to output so there's something audible even
when quiescent */
#endif /* defined(XSYNTH_DEBUG) && (XSYNTH_DEBUG & XDB_AUDIO) */
if (_PLAYING(synth->voice)) {
nekobee_voice_render(synth, out, sample_count);
}
(void)do_control_update;
}