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https://github.com/thestk/stk
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132 lines
3.5 KiB
C++
132 lines
3.5 KiB
C++
#ifndef STK_SHAKERS_H
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#define STK_SHAKERS_H
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#include "Instrmnt.h"
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namespace stk {
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/***************************************************/
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/*! \class Shakers
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\brief PhISEM and PhOLIES class.
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PhISEM (Physically Informed Stochastic Event
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Modeling) is an algorithmic approach for
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simulating collisions of multiple independent
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sound producing objects. This class is a
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meta-model that can simulate a Maraca, Sekere,
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Cabasa, Bamboo Wind Chimes, Water Drops,
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Tambourine, Sleighbells, and a Guiro.
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PhOLIES (Physically-Oriented Library of
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Imitated Environmental Sounds) is a similar
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approach for the synthesis of environmental
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sounds. This class implements simulations of
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breaking sticks, crunchy snow (or not), a
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wrench, sandpaper, and more.
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Control Change Numbers:
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- Shake Energy = 2
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- System Decay = 4
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- Number Of Objects = 11
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- Resonance Frequency = 1
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- Shake Energy = 128
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- Instrument Selection = 1071
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- Maraca = 0
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- Cabasa = 1
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- Sekere = 2
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- Guiro = 3
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- Water Drops = 4
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- Bamboo Chimes = 5
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- Tambourine = 6
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- Sleigh Bells = 7
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- Sticks = 8
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- Crunch = 9
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- Wrench = 10
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- Sand Paper = 11
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- Coke Can = 12
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- Next Mug = 13
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- Penny + Mug = 14
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- Nickle + Mug = 15
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- Dime + Mug = 16
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- Quarter + Mug = 17
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- Franc + Mug = 18
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- Peso + Mug = 19
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- Big Rocks = 20
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- Little Rocks = 21
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- Tuned Bamboo Chimes = 22
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by Perry R. Cook, 1996 - 2010.
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*/
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/***************************************************/
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const int MAX_FREQS = 8;
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const int NUM_INSTR = 24;
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class Shakers : public Instrmnt
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{
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public:
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//! Class constructor.
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Shakers( void );
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//! Class destructor.
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~Shakers( void );
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//! Start a note with the given instrument and amplitude.
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/*!
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Use the instrument numbers above, converted to frequency values
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as if MIDI note numbers, to select a particular instrument.
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*/
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void noteOn( StkFloat instrument, StkFloat amplitude );
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//! Stop a note with the given amplitude (speed of decay).
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void noteOff( StkFloat amplitude );
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//! Perform the control change specified by \e number and \e value (0.0 - 128.0).
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void controlChange( int number, StkFloat value );
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//! Compute and return one output sample.
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StkFloat tick( unsigned int channel = 0 );
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protected:
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int setupName( char* instr );
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int setupNum( int inst );
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int setFreqAndReson( int which, StkFloat freq, StkFloat reson );
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void setDecays( StkFloat sndDecay, StkFloat sysDecay );
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void setFinalZs( StkFloat z0, StkFloat z1, StkFloat z2 );
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StkFloat wuter_tick( void );
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StkFloat tbamb_tick( void );
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StkFloat ratchet_tick( void );
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int instType_;
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int ratchetPos_, lastRatchetPos_;
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StkFloat shakeEnergy_;
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StkFloat inputs_[MAX_FREQS];
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StkFloat outputs_[MAX_FREQS][2];
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StkFloat coeffs_[MAX_FREQS][2];
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StkFloat sndLevel_;
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StkFloat baseGain_;
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StkFloat gains_[MAX_FREQS];
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int nFreqs_;
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StkFloat t_center_freqs_[MAX_FREQS];
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StkFloat center_freqs_[MAX_FREQS];
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StkFloat resons_[MAX_FREQS];
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StkFloat freq_rand_[MAX_FREQS];
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int freqalloc_[MAX_FREQS];
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StkFloat soundDecay_;
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StkFloat systemDecay_;
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StkFloat nObjects_;
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StkFloat totalEnergy_;
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StkFloat ratchet_, ratchetDelta_;
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StkFloat finalZ_[3];
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StkFloat finalZCoeffs_[3];
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StkFloat defObjs_[NUM_INSTR];
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StkFloat defDecays_[NUM_INSTR];
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StkFloat decayScale_[NUM_INSTR];
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};
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} // stk namespace
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#endif
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