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83 lines
5.2 KiB
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<TITLE>The Synthesis ToolKit in C++ (STK)</TITLE>
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<a class="qindex" href="index.html">Home</a> <a class="qindex" href="information.html">Information</a> <a class="qindex" href="classes.html">Classes</a> <a class="qindex" href="download.html">Download</a> <a class="qindex" href="usage.html">Usage</a> <a class="qindex" href="maillist.html">Mail List</a> <a class="qindex" href="system.html">Requirements</a> <a class="qindex" href="links.html">Links</a> <a class="qindex" href="tutorial.html">Tutorial</a></CENTER>
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<h1><a class="anchor" name="instruments">Instruments</a></h1>The ToolKit comes with a wide variety of synthesis algorithms, all of which inherit from the <a class="el" href="classInstrmnt.html">Instrmnt</a> class. In this example, we'll fire up an instance of the <a class="el" href="classBeeThree.html">BeeThree</a> <a class="el" href="classFM.html">FM</a> synthesis class and show how it's frequency can be modified over time.<p>
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<div class="fragment"><pre><span class="comment">// bethree.cpp</span>
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<span class="preprocessor">#include "BeeThree.h"</span>
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<span class="preprocessor">#include "RtWvOut.h"</span>
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<span class="keywordtype">int</span> main()
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{
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<span class="comment">// Set the global sample rate before creating class instances.</span>
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<a class="code" href="classStk.html#e1">Stk::setSampleRate</a>( 44100.0 );
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<a class="code" href="classInstrmnt.html">Instrmnt</a> *instrument = 0;
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<a class="code" href="classRtWvOut.html">RtWvOut</a> *output = 0;
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MY_FLOAT frequency, amplitude, scaler;
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<span class="keywordtype">long</span> counter, i;
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<span class="keywordflow">try</span> {
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<span class="comment">// Define and load the BeeThree instrument</span>
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instrument = <span class="keyword">new</span> <a class="code" href="classBeeThree.html">BeeThree</a>();
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<span class="comment">// Define and open the default realtime output device for one-channel playback</span>
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output = <span class="keyword">new</span> <a class="code" href="classRtWvOut.html">RtWvOut</a>(1);
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}
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<span class="keywordflow">catch</span> (<a class="code" href="classStkError.html">StkError</a> &) {
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<span class="keywordflow">goto</span> cleanup;
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}
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scaler = 1.0;
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frequency = 220.0;
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amplitude = 0.5;
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instrument-><a class="code" href="classInstrmnt.html#a2">noteOn</a>( frequency, amplitude );
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<span class="comment">// Play the instrument for 80000 samples, changing the frequency every 2000 samples</span>
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counter = 0;
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<span class="keywordflow">while</span> ( counter < 80000 ) {
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<span class="keywordflow">for</span> ( i=0; i<2000; i++ ) {
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<span class="keywordflow">try</span> {
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output-><a class="code" href="classRtWvOut.html#a6">tick</a>( instrument-><a class="code" href="classInstrmnt.html#a8">tick</a>() );
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}
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<span class="keywordflow">catch</span> (<a class="code" href="classStkError.html">StkError</a> &) {
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<span class="keywordflow">goto</span> cleanup;
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}
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}
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counter += 2000;
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scaler += 0.025;
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instrument-><a class="code" href="classInstrmnt.html#a4">setFrequency</a>( frequency * scaler );
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}
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<span class="comment">// Turn the instrument off with maximum decay envelope.</span>
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instrument-><a class="code" href="classInstrmnt.html#a3">noteOff</a>( 1.0 );
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cleanup:
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<span class="keyword">delete</span> instrument;
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<span class="keyword">delete</span> output;
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<span class="keywordflow">return</span> 0;
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}
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</pre></div><p>
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We have used an <a class="el" href="classInstrmnt.html">Instrmnt</a> pointer when referencing the <a class="el" href="classBeeThree.html">BeeThree</a> instance above, so it would be simple to replace the <a class="el" href="classBeeThree.html">BeeThree</a> class with any other STK instrument class. It should be noted, however, that a few classes do not respond to the setFrequency() function (e.g., <a class="el" href="classShakers.html">Shakers</a>, <a class="el" href="classDrummer.html">Drummer</a>).<p>
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The noteOn() function initiates an instrument attack. Instruments which are continuously excited (e.g., <a class="el" href="classClarinet.html">Clarinet</a>, <a class="el" href="classBeeThree.html">BeeThree</a>) will continue to sound until stopped with a noteOff(). Impulsively excited instrument sounds (e.g., <a class="el" href="classPlucked.html">Plucked</a>, <a class="el" href="classWurley.html">Wurley</a>) typically decay within a few seconds time, requiring subsequent noteOn() messages for re-attack.<p>
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Instrument parameters can be precisely controlled as demonstrated above. A more flexible approach to instrument control, allowing arbitrary scorefile or realtime updates, is described in the next tutorial chapter.<p>
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[<a href="controlin.html">Next tutorial</a>] [<a href="tutorial.html">Main tutorial page</a>] <HR>
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<table>
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<tr><td><A HREF="http://www-ccrma.stanford.edu/software/stk/"><I>The Synthesis ToolKit in C++ (STK)</I></A></td></tr>
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<tr><td>©1995-2004 Perry R. Cook and Gary P. Scavone. All Rights Reserved.</td></tr>
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