1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366
|
/*
* Modification History
*
* 2004-August-22 Jason Rohrer
* Created.
*
* 2004-August-23 Jason Rohrer
* Fixed bug in note offsets.
*
* 2004-August-24 Jason Rohrer
* Added missing support for reversed notes and stereo split.
* Changed to use constant power panning.
*/
#include "MusicPlayer.h"
#include "LevelDirectoryManager.h"
MusicPlayer::MusicPlayer( unsigned long inSamplesPerSecond,
SculptureManager *inSculptureManager,
MusicNoteWaveTable *inWaveTable,
double inWorldWidth,
double inWorldHeight,
double inGridSpaceWidth )
: mSculptureManager( inSculptureManager ),
mWaveTable( inWaveTable ),
mActiveNotes( new SimpleVector<SoundSamples*>() ),
mNotePositions( new SimpleVector<unsigned long>() ),
mSampleRate( inSamplesPerSecond ),
mWorldWidth( inWorldWidth ),
mWorldHeight( inWorldHeight ),
mGridSpaceWidth( inGridSpaceWidth ) {
// start at far left
mCurrentPartGridPosition = -mWorldWidth / 2;
char error = false;
mPartLengthInSeconds =
LevelDirectoryManager::readDoubleFileContents(
"musicPartLength", &error, true );
if( error ) {
// default to 10 second parts
mPartLengthInSeconds = 10.0;
}
}
MusicPlayer::~MusicPlayer() {
int numActiveNotes = mActiveNotes->size();
for( int i=0; i<numActiveNotes; i++ ) {
delete *( mActiveNotes->getElement( i ) );
}
delete mActiveNotes;
delete mNotePositions;
}
SoundSamples *MusicPlayer::getMoreMusic( unsigned long inNumSamples ) {
double halfWorldWidth = mWorldWidth / 2;
double bufferLengthInSeconds = (double)inNumSamples / (double)mSampleRate;
double bufferLengthInWorldUnits =
( bufferLengthInSeconds / mPartLengthInSeconds ) * mGridSpaceWidth;
int numPieces;
Vector3D **positions =
mSculptureManager->getPiecePositions( &numPieces );
MusicPart **musicParts =
mSculptureManager->getPieceMusicParts( &numPieces );
if( numPieces == 0 ) {
// no pieces in sculpture... nothing to play
delete [] positions;
delete [] musicParts;
// return silent samples
return new SoundSamples( inNumSamples );
}
// find right-most and left-most piece positions (bounds of song)
double rightMostPiecePosition = -halfWorldWidth;
double leftMostPiecePosition = halfWorldWidth;
int i;
for( i=0; i<numPieces; i++ ) {
double x = positions[i]->mX;
if( x < leftMostPiecePosition ) {
leftMostPiecePosition = x;
}
if( x > rightMostPiecePosition ) {
rightMostPiecePosition = x;
}
}
if( mCurrentPartGridPosition < leftMostPiecePosition ) {
// jump past empty space at far left
mCurrentPartGridPosition = leftMostPiecePosition;
}
if( mCurrentPartGridPosition > rightMostPiecePosition + mGridSpaceWidth ) {
// beyond music part of right-most sculpture piece
// wrap around to the left-most in-sculpture piece
mCurrentPartGridPosition = leftMostPiecePosition;
}
// find the pieces that play during this buffer
for( i=0; i<numPieces; i++ ) {
double x = positions[i]->mX;
double y = positions[i]->mY;
// if piece either starts during this buffer or started in a previous
// buffer but is still playing during this buffer, then play notes
// from it
char playPiece = false;
double offsetBeforePiece = 0;
double offsetIntoPiece = 0;
if( x >= mCurrentPartGridPosition &&
x <= mCurrentPartGridPosition + bufferLengthInWorldUnits ) {
playPiece = true;
offsetBeforePiece = x - mCurrentPartGridPosition;
// convert from world units into seconds
offsetBeforePiece =
( offsetBeforePiece / mGridSpaceWidth ) * mPartLengthInSeconds;
}
if ( x < mCurrentPartGridPosition &&
x + mGridSpaceWidth >= mCurrentPartGridPosition ) {
playPiece = true;
offsetIntoPiece = mCurrentPartGridPosition - x;
// convert from world units into seconds
offsetIntoPiece =
( offsetIntoPiece / mGridSpaceWidth ) * mPartLengthInSeconds;
}
if( playPiece ) {
MusicPart *part = musicParts[i];
MusicNote **notes;
double *noteStartOffsets;
int numNotes = part->getNotesStartingInInterval(
offsetIntoPiece,
bufferLengthInSeconds,
¬es,
¬eStartOffsets );
// render each note and add it to our list of active notes
for( int j=0; j<numNotes; j++ ) {
double totalNoteOffset = offsetBeforePiece +
noteStartOffsets[j];
unsigned long numSilentSamples =
(unsigned long)( totalNoteOffset * mSampleRate );
unsigned long numNoteSamples;
float *noteSamples =
mWaveTable->mapNoteToSamples( notes[j],
&numNoteSamples );
unsigned long totalSamples = numSilentSamples + numNoteSamples;
SoundSamples *samplesObject = new SoundSamples( totalSamples );
float *leftChannel = samplesObject->mLeftChannel;
float *rightChannel = samplesObject->mRightChannel;
// compute stereo panning position
/*
* Notes by Phil Burk (creator of portaudio):
*
* If you want to keep the power constant, then (L^2 + R^2)
* should be constant. One way to do that is to use sine and
* cosine curves for left and right because
* (sin^2 + cos^2) = 1.
*
* pan = 0.0 to PI/2
* LeftGain(pan) = cos(pan)
* RightGain(pan) = sin(pan)
*/
// pan smoothly between
// -( mWorldHeight / 4 ) and +( mWorldHeight / 4 )
// beyond this range, have constant right or left
double panPosition;
if( y >= -( mWorldHeight / 4 ) && y <= ( mWorldHeight / 4 ) ) {
// convert y position into a pan position in the range
// 0 to pi/2
panPosition = y / ( mWorldHeight / 4 );
panPosition = ( panPosition + 1 ) / 2;
panPosition *= M_PI / 2;
}
else if( y < -( mWorldHeight / 4 ) ) {
// hard left
panPosition = 0;
}
else {
// hard right
panPosition = M_PI / 2;
}
float leftGain = (float)( cos( panPosition ) );
float rightGain = (float)( sin( panPosition ) );
// samplesObject starts out with all 0 samples
// just fill in the note samples beyond the starting silent
// region
char reversed = notes[j]->mReversed;
for( unsigned long k=0; k<numNoteSamples; k++ ) {
unsigned long sampleIndex;
if( reversed ) {
sampleIndex =
( numNoteSamples - k - 1 ) + numSilentSamples;
}
else {
sampleIndex = k + numSilentSamples;
}
leftChannel[ sampleIndex ] =
leftGain * noteSamples[k];
rightChannel[ sampleIndex ] =
rightGain * noteSamples[k];
}
mActiveNotes->push_back( samplesObject );
mNotePositions->push_back( 0 );
delete notes[j];
}
delete [] notes;
delete [] noteStartOffsets;
}
delete positions[i];
}
delete [] positions;
delete [] musicParts;
// now we have added all notes that start playing sometime during
// this buffer
// next mix the samples from active notes that play during this buffer
SoundSamples *returnSamples = new SoundSamples( inNumSamples );
float *returnLeftChannel = returnSamples->mLeftChannel;
float *returnRightChannel = returnSamples->mRightChannel;
for( i=0; i<mActiveNotes->size(); i++ ) {
SoundSamples *noteSamples = *( mActiveNotes->getElement( i ) );
unsigned long notePosition = *( mNotePositions->getElement( i ) );
unsigned long numNoteSamples = noteSamples->mSampleCount;
unsigned long numSamplesToPlay = inNumSamples;
char noteFinished = false;
if( numSamplesToPlay + notePosition > numNoteSamples ) {
// buffer goes beyond the end of this note
numSamplesToPlay = numNoteSamples - notePosition;
noteFinished = true;
}
float *noteLeftChannel = noteSamples->mLeftChannel;
float *noteRightChannel = noteSamples->mRightChannel;
for( unsigned long j=0; j<numSamplesToPlay; j++ ) {
unsigned long noteIndex = j + notePosition;
returnLeftChannel[j] += noteLeftChannel[ noteIndex ];
returnRightChannel[j] += noteRightChannel[ noteIndex ];
}
notePosition += numSamplesToPlay;
*( mNotePositions->getElement( i ) ) = notePosition;
if( noteFinished ) {
delete noteSamples;
mActiveNotes->deleteElement( i );
mNotePositions->deleteElement( i );
// back up in for loop to reflect this note dropping out
i--;
}
}
// advance the grid position
mCurrentPartGridPosition += bufferLengthInWorldUnits;
return returnSamples;
}
double MusicPlayer::getCurrentPartGridPosition() {
return mCurrentPartGridPosition;
}
|