Files
SeeSynth/src/Application.cpp
2023-09-05 03:15:08 +04:00

132 lines
3.9 KiB
C++

#include "Application.h"
#include "Logger.h"
#include "Settings.h"
#include <string>
Application::Application(/* args */) {
init_synth();
init_audio();
}
Application::~Application() {
StopAudioStream(m_synth_stream);
UnloadAudioStream(m_synth_stream);
CloseAudioDevice();
CloseWindow();
// todo: move to gui state class destructor (make it a class)
for (int i = 0; i < m_synth_gui_state.oscillators.size(); i++) {
delete m_synth_gui_state.oscillators[i];
}
}
void Application::init_audio() {
m_sound_played_count = 0;
InitAudioDevice();
SetMasterVolume(SYNTH_VOLUME);
SetAudioStreamBufferSizeDefault(STREAM_BUFFER_SIZE);
m_synth_stream = LoadAudioStream(SAMPLE_RATE, sizeof(float) * 8, 1);
SetAudioStreamVolume(m_synth_stream, 0.5f);
PlayAudioStream(m_synth_stream);
}
void Application::init_synth() {
// todo: move that variables to Synth declaration
std::string* nameString = new std::string(std::string(new char[3]));
m_current_note = new Note{.length = 1, .name = (*nameString)};
m_current_note->name.assign("G4");
// todo: move somewhere in initialization
std::vector<Oscillator*> oscillators = m_synth.GetOscillators();
m_synth_gui_state.oscillators.reserve(oscillators.size());
for (size_t i = 0; i < oscillators.size(); i++) {
Oscillator* osc = oscillators[i];
assert(osc);
OscillatorGuiState* ui =
new OscillatorGuiState{.freq = osc->GetFreq(),
.waveshape = osc->GetType(),
.volume = osc->GetVolume()};
m_synth_gui_state.oscillators.push_back(ui);
}
}
bool Application::detect_note_pressed(Note* note) {
std::size_t is_pressed = 0;
note->length = 8;
if (IsKeyDown(KEY_A)) {
note->name.assign("A2");
is_pressed = 1;
}
if (IsKeyDown(KEY_B)) {
note->name.assign("B2");
is_pressed = 1;
}
if (IsKeyDown(KEY_C)) {
note->name.assign("C2");
is_pressed = 1;
}
if (IsKeyDown(KEY_D)) {
note->name.assign("D2");
is_pressed = 1;
}
if (IsKeyDown(KEY_E)) {
note->name.assign("E2");
is_pressed = 1;
}
if (IsKeyDown(KEY_F)) {
note->name.assign("F2");
is_pressed = 1;
}
if (IsKeyDown(KEY_G)) {
note->name.assign("G2");
is_pressed = 1;
}
return is_pressed == 1;
}
bool is_note_up() {
return IsKeyReleased(KEY_A) || IsKeyReleased(KEY_B) ||
IsKeyReleased(KEY_C) || IsKeyReleased(KEY_D) ||
IsKeyReleased(KEY_E) || IsKeyReleased(KEY_F) || IsKeyReleased(KEY_G);
}
// Update On Input
void Application::update_on_note_input() {
if (detect_note_pressed(m_current_note)) {
if (!m_synth.GetIsNoteTriggered()) {
m_synth.TriggerNote((*m_current_note));
}
// m_sound_played_count = 0;
write_log("Note played: %s\n", m_current_note->name.c_str());
} else if (is_note_up() && m_synth.GetIsNoteTriggered()) {
m_synth.StopSound();
}
// will produce 0 signal if ADSR is in off state
m_synth.ProduceSound();
}
// Play ring-buffered audio
void Application::play_buffered_audio() {
if (IsAudioStreamProcessed(m_synth_stream)) {
// const float audio_frame_start_time = GetTime();
update_on_note_input();
UpdateAudioStream(m_synth_stream, m_synth.GetOutSignal().data(),
STREAM_BUFFER_SIZE);
// const float audio_freme_duration = GetTime() -
// audio_frame_start_time; write_log("Frame time: %.3f%% \n", 100.0f /
// ((1.0f / audio_freme_duration) /
// ((float)SAMPLE_RATE/STREAM_BUFFER_SIZE)));
}
}
void Application::Run() {
// Main game loop
while (!WindowShouldClose()) {
play_buffered_audio();
m_renderer.Draw(m_synth, m_synth_gui_state);
}
}