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stk/include/Shakers.h
Gary Scavone a6381b9d38 Version 4.2.0
2013-09-29 23:06:14 +02:00

140 lines
3.9 KiB
C++

/***************************************************/
/*! \class Shakers
\brief PhISEM and PhOLIES class.
PhISEM (Physically Informed Stochastic Event
Modeling) is an algorithmic approach for
simulating collisions of multiple independent
sound producing objects. This class is a
meta-model that can simulate a Maraca, Sekere,
Cabasa, Bamboo Wind Chimes, Water Drops,
Tambourine, Sleighbells, and a Guiro.
PhOLIES (Physically-Oriented Library of
Imitated Environmental Sounds) is a similar
approach for the synthesis of environmental
sounds. This class implements simulations of
breaking sticks, crunchy snow (or not), a
wrench, sandpaper, and more.
Control Change Numbers:
- Shake Energy = 2
- System Decay = 4
- Number Of Objects = 11
- Resonance Frequency = 1
- Shake Energy = 128
- Instrument Selection = 1071
- Maraca = 0
- Cabasa = 1
- Sekere = 2
- Guiro = 3
- Water Drops = 4
- Bamboo Chimes = 5
- Tambourine = 6
- Sleigh Bells = 7
- Sticks = 8
- Crunch = 9
- Wrench = 10
- Sand Paper = 11
- Coke Can = 12
- Next Mug = 13
- Penny + Mug = 14
- Nickle + Mug = 15
- Dime + Mug = 16
- Quarter + Mug = 17
- Franc + Mug = 18
- Peso + Mug = 19
- Big Rocks = 20
- Little Rocks = 21
- Tuned Bamboo Chimes = 22
by Perry R. Cook, 1996 - 2004.
*/
/***************************************************/
#ifndef STK_SHAKERS_H
#define STK_SHAKERS_H
#include "Instrmnt.h"
const int MAX_FREQS = 8;
const int NUM_INSTR = 24;
class Shakers : public Instrmnt
{
public:
//! Class constructor.
Shakers();
//! Class destructor.
~Shakers();
//! Start a note with the given instrument and amplitude.
/*!
Use the instrument numbers above, converted to frequency values
as if MIDI note numbers, to select a particular instrument.
*/
void noteOn(StkFloat instrument, StkFloat amplitude);
//! Stop a note with the given amplitude (speed of decay).
void noteOff(StkFloat amplitude);
//! Compute one output sample.
StkFloat tick();
//! Computer \e vectorSize outputs and return them in \e vector.
StkFloat *tick(StkFloat *vector, unsigned int vectorSize);
//! Fill a channel of the StkFrames object with computed outputs.
/*!
The \c channel argument should be one or greater (the first
channel is specified by 1). An StkError will be thrown if the \c
channel argument is zero or it is greater than the number of
channels in the StkFrames object.
*/
StkFrames& tick( StkFrames& frames, unsigned int channel = 1 );
//! Perform the control change specified by \e number and \e value (0.0 - 128.0).
void controlChange(int number, StkFloat value);
protected:
int setupName(char* instr);
int setupNum(int inst);
int setFreqAndReson(int which, StkFloat freq, StkFloat reson);
void setDecays(StkFloat sndDecay, StkFloat sysDecay);
void setFinalZs(StkFloat z0, StkFloat z1, StkFloat z2);
StkFloat wuter_tick();
StkFloat tbamb_tick();
StkFloat ratchet_tick();
int instType_;
int ratchetPos_, lastRatchetPos_;
StkFloat shakeEnergy_;
StkFloat inputs_[MAX_FREQS];
StkFloat outputs_[MAX_FREQS][2];
StkFloat coeffs_[MAX_FREQS][2];
StkFloat sndLevel_;
StkFloat baseGain_;
StkFloat gains_[MAX_FREQS];
int nFreqs_;
StkFloat t_center_freqs_[MAX_FREQS];
StkFloat center_freqs_[MAX_FREQS];
StkFloat resons_[MAX_FREQS];
StkFloat freq_rand_[MAX_FREQS];
int freqalloc_[MAX_FREQS];
StkFloat soundDecay_;
StkFloat systemDecay_;
StkFloat nObjects_;
StkFloat totalEnergy_;
StkFloat ratchet_, ratchetDelta_;
StkFloat finalZ_[3];
StkFloat finalZCoeffs_[3];
StkFloat defObjs_[NUM_INSTR];
StkFloat defDecays_[NUM_INSTR];
StkFloat decayScale_[NUM_INSTR];
};
#endif