Files
stk/include/Clarinet.h
Gary Scavone 2f09fcd019 Version 4.1
2013-09-29 23:04:59 +02:00

84 lines
2.1 KiB
C++

/***************************************************/
/*! \class Clarinet
\brief STK clarinet physical model class.
This class implements a simple clarinet
physical model, as discussed by Smith (1986),
McIntyre, Schumacher, Woodhouse (1983), and
others.
This is a digital waveguide model, making its
use possibly subject to patents held by Stanford
University, Yamaha, and others.
Control Change Numbers:
- Reed Stiffness = 2
- Noise Gain = 4
- Vibrato Frequency = 11
- Vibrato Gain = 1
- Breath Pressure = 128
by Perry R. Cook and Gary P. Scavone, 1995 - 2002.
*/
/***************************************************/
#if !defined(__CLARINET_H)
#define __CLARINET_H
#include "Instrmnt.h"
#include "DelayL.h"
#include "ReedTabl.h"
#include "OneZero.h"
#include "Envelope.h"
#include "Noise.h"
#include "WaveLoop.h"
class Clarinet : public Instrmnt
{
public:
//! Class constructor, taking the lowest desired playing frequency.
Clarinet(MY_FLOAT lowestFrequency);
//! Class destructor.
~Clarinet();
//! Reset and clear all internal state.
void clear();
//! Set instrument parameters for a particular frequency.
void setFrequency(MY_FLOAT frequency);
//! Apply breath pressure to instrument with given amplitude and rate of increase.
void startBlowing(MY_FLOAT amplitude, MY_FLOAT rate);
//! Decrease breath pressure with given rate of decrease.
void stopBlowing(MY_FLOAT rate);
//! Start a note with the given frequency and amplitude.
void noteOn(MY_FLOAT frequency, MY_FLOAT amplitude);
//! Stop a note with the given amplitude (speed of decay).
void noteOff(MY_FLOAT amplitude);
//! Compute one output sample.
MY_FLOAT tick();
//! Perform the control change specified by \e number and \e value (0.0 - 128.0).
void controlChange(int number, MY_FLOAT value);
protected:
DelayL *delayLine;
ReedTabl *reedTable;
OneZero *filter;
Envelope *envelope;
Noise *noise;
WaveLoop *vibrato;
long length;
MY_FLOAT outputGain;
MY_FLOAT noiseGain;
MY_FLOAT vibratoGain;
};
#endif