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stk/include/Shakers.h
Gary Scavone 2cbce2d8bd Version 4.2.1
2013-09-29 23:06:23 +02:00

126 lines
3.3 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);
//! Perform the control change specified by \e number and \e value (0.0 - 128.0).
void controlChange(int number, StkFloat value);
protected:
StkFloat computeSample( void );
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