Files
stk/DrumSynt.cpp
Gary Scavone ea749b71d2 Version 2.01
2013-09-29 22:39:45 +02:00

184 lines
5.1 KiB
C++

/*******************************************/
/* Master Class for Drum Synthesizer */
/* by Perry R. Cook, 1995-96 */
/* This instrument contains a bunch of */
/* NI1sWave objects (Non-Interpolating, */
/* 1 shot players), run through a bunch */
/* of one-pole filters. You can specify */
/* the maximum Polyphony (maximum number */
/* of simultaneous voices) in a #define */
/* in the .h file. */
/*******************************************/
#include "DrumSynt.h"
#include <string.h>
/* Not really General MIDI yet. Coming soon. */
unsigned char genMIDIMap[128] = { 0,0,0,0,0,0,0,0, // 0-7
0,0,0,0,0,0,0,0, // 8-15
0,0,0,0,0,0,0,0, // 16-23
0,0,0,0,0,0,0,0, // 24-31
0,0,0,0,1,0,2,0, // 32-39
2,3,6,3,6,4,7,4, // 40-47
5,8,5,0,0,0,10,0, // 48-55
9,0,0,0,0,0,0,0, // 56-63
0,0,0,0,0,0,0,0, // 64-71
0,0,0,0,0,0,0,0, // 72-79
0,0,0,0,0,0,0,0, // 80-87
0,0,0,0,0,0,0,0, // 88-95
0,0,0,0,0,0,0,0, // 96-103
0,0,0,0,0,0,0,0, // 104-111
0,0,0,0,0,0,0,0, // 112-119
0,0,0,0,0,0,0,0}; // 120-127
char waveNames[DRUM_NUMWAVES][16] = {
"dope.raw",
"bassdrum.raw",
"snardrum.raw",
"tomlowdr.raw",
"tommiddr.raw",
"tomhidrm.raw",
"hihatcym.raw",
"ridecymb.raw",
"crashcym.raw",
"cowbell1.raw",
"tambourn.raw"
};
DrumSynt :: DrumSynt() : Instrmnt()
{
int i;
for (i=0;i<DRUM_POLYPHONY;i++) {
filters[i] = new OnePole;
sounding[i] = -1;
}
numSounding = 0; /* This counts the number */
/* of sounding voices */
}
void DrumSynt :: noteOn(MY_FLOAT freq, MY_FLOAT amp)
{
int i,notDone;
int noteNum;
int vel;
char tempString[64];
RawWvIn *tempWv;
OnePole *tempFilt;
noteNum = (int) ((12*log(freq/220)/log(2)) + 57.01); // Yes I know, this is tres kludgey
vel = (int) (amp * 127);
#if defined(_debug_)
printf("NoteOn: %s vel=%i\n",waveNames[genMIDIMap[noteNum]],vel);
#endif
notDone = -1;
for (i=0;i<DRUM_POLYPHONY;i++) { /* Check first to see */
if (sounding[i] == noteNum) notDone = i; /* if there's already */
} /* one like this sounding */
if (notDone<0) { /* If not, then */
if (numSounding == DRUM_POLYPHONY) { /* If we're already */
delete waves[0]; /* at max polyphony, */
filters[0]->clear(); /* then */
tempWv = waves[0];
tempFilt = filters[0];
for (i=0;i<DRUM_POLYPHONY-1;i++) { /* preempt oldest */
waves[i] = waves[i+1]; /* voice and */
filters[i] = filters[i+1]; /* ripple all down */
}
waves[DRUM_POLYPHONY-1] = tempWv;
filters[DRUM_POLYPHONY-1] = tempFilt;
}
else {
numSounding += 1; /* otherwise just add one */
}
sounding[numSounding-1] = noteNum; /* allocate new wave */
strcpy(tempString,"rawwaves/");
strcat(tempString,waveNames[genMIDIMap[noteNum]]);
waves[numSounding-1] = new RawWvIn(tempString);
waves[numSounding-1]->normalize((MY_FLOAT) 0.2);
filters[numSounding-1]->setPole((MY_FLOAT) 0.999 - ((MY_FLOAT) vel * NORM_7 * 0.6));
filters[numSounding-1]->setGain(vel / (MY_FLOAT) 128.0);
}
else {
waves[notDone]->reset();
filters[notDone]->setPole((MY_FLOAT) 0.999 - ((MY_FLOAT) vel * NORM_7 * 0.6));
filters[notDone]->setGain(vel / (MY_FLOAT) 128.0);
}
#if defined(_debug_)
printf("Number Sounding = %i\n",numSounding);
for (i=0;i<numSounding;i++) printf(" %i ",sounding[i]);
printf("\n");
#endif
}
MY_FLOAT DrumSynt :: tick()
{
int i, j, notDone;
MY_FLOAT output;
OnePole *tempFilt;
i = 0;
notDone = 1;
output = (MY_FLOAT) 0.0;
if (numSounding == 0) notDone = 0;
while (notDone && (i < numSounding)) {
output += filters[i]->tick(waves[i]->lastOut());
if (waves[i]->informTick() == 1) {
#if defined(_debug_)
printf("Wave %i %i down here\n",i,sounding[i]);
#endif
delete waves[i];
tempFilt = filters[i];
for (j=i;j<numSounding-1;j++) {
sounding[j] = sounding[j+1];
waves[j] = waves[j+1];
filters[j] = filters[j+1];
}
filters[j] = tempFilt;
filters[j]->clear();
sounding[j] = -1;
numSounding -= 1;
if (numSounding == 0) notDone = 0;
i -= 1;
}
i++;
}
return output * 2;
}
/************** Test Main Program *********************/
/*
#include "miditabl.h"
#include "RawWvOut.h"
#include "Reverb.h"
#include "Noise.h"
void main()
{
long i,j;
DrumSynt instrument;
RawWvOut output("test.snd");
Reverb reverb((MY_FLOAT) 2137);
Noise noise;
for (j=0;j<100;j++) {
i = (int) (fabs(noise.tick()) * DRUM_NUMWAVES);
instrument.noteOn(i,1.0);
for (i=0;i<2000;i++) output.tick(reverb.tick(instrument.tick()));
}
for (i=0;i<22000;i++) output.tick(reverb.tick(instrument.tick()));
}
*/