[refactor]: c++ implementation (#13)
implemented in c++ to improve readability and simplify maintenance Co-authored-by: HiveBeats <e1lama@protonmail.com> Reviewed-on: #13
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184
src/Application.cpp
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184
src/Application.cpp
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#include "Application.h"
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#include "Settings.h"
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#include "Logger.h"
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#include <string>
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Application::Application(/* args */)
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{
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m_ring_buffer = new RingBuffer<float>((std::size_t)STREAM_BUFFER_SIZE);
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m_temp_buffer = new float[STREAM_BUFFER_SIZE];
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init_synth();
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init_audio();
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}
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Application::~Application()
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{
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StopAudioStream(m_synth_stream);
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UnloadAudioStream(m_synth_stream);
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CloseAudioDevice();
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CloseWindow();
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delete m_ring_buffer;
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delete[] m_temp_buffer;
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// todo: move to gui state class destructor (make it a class)
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for(int i = 0; i < m_synth_gui_state.oscillators.size(); i++) {
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delete m_synth_gui_state.oscillators[i];
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}
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}
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void Application::init_audio()
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{
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m_sound_played_count = 0;
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InitAudioDevice();
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SetMasterVolume(SYNTH_VOLUME);
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SetAudioStreamBufferSizeDefault(STREAM_BUFFER_SIZE);
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m_synth_stream = LoadAudioStream(SAMPLE_RATE, sizeof(float) * 8, 1);
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SetAudioStreamVolume(m_synth_stream, 0.5f);
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PlayAudioStream(m_synth_stream);
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}
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void Application::init_synth()
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{
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//todo: move that variables to Synth declaration
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std::string* nameString = new std::string(std::string(new char[3]));
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m_current_note = new Note
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{
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.length = 1,
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.name = (*nameString)
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};
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//todo: move somewhere in initialization
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std::vector<Oscillator*> oscillators = m_synth.GetOscillators();
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m_synth_gui_state.oscillators.reserve(oscillators.size());
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for (size_t i = 0; i < oscillators.size(); i++)
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{
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Oscillator* osc = oscillators[i];
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assert(osc);
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OscillatorGuiState* ui = new OscillatorGuiState {
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.freq = osc->GetFreq(),
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.waveshape = osc->GetType(),
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.volume = osc->GetVolume()
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};
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m_synth_gui_state.oscillators.push_back(ui);
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}
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}
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std::size_t Application::detect_note_pressed(Note* note)
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{
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std::size_t is_pressed = 0;
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note->length = 8;
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if (IsKeyPressed(KEY_A))
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{
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note->name.assign("A4");
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is_pressed = 1;
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}
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if (IsKeyPressed(KEY_B))
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{
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note->name.assign("B4");
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is_pressed = 1;
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}
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if (IsKeyPressed(KEY_C))
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{
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note->name.assign("C4");
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is_pressed = 1;
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}
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if (IsKeyPressed(KEY_D))
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{
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note->name.assign("D4");
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is_pressed = 1;
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}
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if (IsKeyPressed(KEY_E))
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{
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note->name.assign("E4");
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is_pressed = 1;
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}
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if (IsKeyPressed(KEY_F))
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{
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note->name.assign("F4");
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is_pressed = 1;
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}
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if (IsKeyPressed(KEY_G))
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{
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note->name.assign("G4");
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is_pressed = 1;
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}
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return is_pressed;
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}
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// Update On Input
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void Application::update_on_note_input()
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{
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if (detect_note_pressed(m_current_note))
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{
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m_synth.ProduceNoteSound((*m_current_note));
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m_sound_played_count = 0;
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write_log("Note played: %s\n", m_current_note->name.c_str());
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}
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}
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// Play ring-buffered audio
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void Application::play_buffered_audio()
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{
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if (IsAudioStreamProcessed(m_synth_stream) && !m_ring_buffer->IsEmpty())
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{
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std::size_t size_to_read = m_ring_buffer->GetSize();
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write_log("Samples to play:%zu \n", size_to_read);
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//todo: try to start reading directly from ring buffer, avoiding temp_buffer
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m_ring_buffer->Read(m_temp_buffer, size_to_read);
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// can try the SetAudioStreamCallback
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UpdateAudioStream(m_synth_stream, m_temp_buffer, size_to_read);
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// can overwrite the ring buffer to avoid that
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if (m_synth.GetOutSignal().size() == m_sound_played_count)
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{
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m_ring_buffer->Reset();
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}
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}
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}
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// Fill ring buffer from current sound
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void Application::fill_audio_buffer()
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{
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if (!m_ring_buffer->IsFull() && m_synth.GetOutSignal().size() != m_sound_played_count)
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{
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write_log("[INFO] IsFull:%d Samples:%zu Played:%d\n",
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m_ring_buffer->IsFull(),
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m_synth.GetOutSignal().size(),
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m_sound_played_count);
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// how many samples need write
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std::size_t size_to_fill = 0;
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if ((m_synth.GetOutSignal().size() - m_sound_played_count) > m_ring_buffer->GetCapacity())
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{
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size_to_fill = m_ring_buffer->GetCapacity();
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} else
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{
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size_to_fill = m_synth.GetOutSignal().size() - m_sound_played_count;
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}
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write_log("[INFO] SizeToFill:%zu\n", size_to_fill);
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for (size_t i = 0; i < size_to_fill; i++)
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{
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m_temp_buffer[i] = m_synth.GetOutSignal()[i];
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}
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m_ring_buffer->Write(m_temp_buffer, size_to_fill);
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m_sound_played_count += size_to_fill;
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}
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}
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void Application::Run()
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{
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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fill_audio_buffer();
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play_buffered_audio();
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update_on_note_input();
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m_renderer.Draw(m_synth, m_synth_gui_state);
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}
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}
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