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/*
* Modification History
*
* 2004-August-6 Jason Rohrer
* Created.
*
* 2004-August-9 Jason Rohrer
* Changed to use sine components.
*
* 2004-August-12 Jason Rohrer
* Added support for getting blocks of samples.
*
* 2004-August-19 Jason Rohrer
* Fixed bug in walking through wavetable.
*
* 2004-September-3 Jason Rohrer
* Added brief fade in/out at beginning/end of sound to avoid clicks.
*/
#include "SoundParameterSpaceControlPoint.h"
#include "minorGems/math/geometry/Vector3D.h"
#include <math.h>
SoundParameterSpaceControlPoint::SoundParameterSpaceControlPoint(
int inNumWaveComponents,
double *inWaveComponentFrequencies,
double *inWaveComponentAmplitudes,
double inStartFrequency,
double inEndFrequency,
double inStartLoudness,
double inEndLoudness )
: mNumWaveComponents( inNumWaveComponents ),
mWaveComponentFrequencies( inWaveComponentFrequencies ),
mWaveComponentAmplitudes( inWaveComponentAmplitudes ),
mStartFrequency( inStartFrequency ),
mEndFrequency( inEndFrequency ),
mStartLoudness( inStartLoudness ),
mEndLoudness( inEndLoudness ),
mCurrentWavePoint( 0 ) {
}
SoundParameterSpaceControlPoint::SoundParameterSpaceControlPoint(
FILE *inFILE, char *outError ) {
int totalNumRead = 0;
mNumWaveComponents = 0;
totalNumRead += fscanf( inFILE, "%d", &mNumWaveComponents );
// how many values should we successfully read (cheap error checking)
int totalToRead =
1 + // read the number of wave points
mNumWaveComponents * 2 + // for each point, read x and y
+ 4; // read Start/End frequency and loudness
mWaveComponentFrequencies = new double[ mNumWaveComponents ];
mWaveComponentAmplitudes = new double[ mNumWaveComponents ];
// read frequency and amplitude for each component
for( int i=0; i<mNumWaveComponents; i++ ) {
double frequency = 0;
double amplitude = 0;
totalNumRead += fscanf( inFILE, "%lf", &frequency );
totalNumRead += fscanf( inFILE, "%lf", &litude );
mWaveComponentFrequencies[i] = frequency;
mWaveComponentAmplitudes[i] = amplitude;
}
mStartFrequency = 0;
mEndFrequency = 0;
mStartLoudness = 1;
mEndLoudness = 1;
totalNumRead += fscanf( inFILE, "%lf", &mStartFrequency );
totalNumRead += fscanf( inFILE, "%lf", &mEndFrequency );
totalNumRead += fscanf( inFILE, "%lf", &mStartLoudness );
totalNumRead += fscanf( inFILE, "%lf", &mEndLoudness );
if( totalNumRead != totalToRead ) {
printf( "Expecting to read %d values, but read %d\n",
totalToRead, totalNumRead );
*outError = true;
}
else {
*outError = false;
}
}
SoundParameterSpaceControlPoint::~SoundParameterSpaceControlPoint() {
delete [] mWaveComponentFrequencies;
delete [] mWaveComponentAmplitudes;
}
ParameterSpaceControlPoint *SoundParameterSpaceControlPoint::copy() {
return new SoundParameterSpaceControlPoint(
mNumWaveComponents,
copyDoubleArray( mWaveComponentFrequencies, mNumWaveComponents ),
copyDoubleArray( mWaveComponentAmplitudes, mNumWaveComponents ),
mStartFrequency,
mEndFrequency,
mStartLoudness,
mEndLoudness );
}
ParameterSpaceControlPoint *
SoundParameterSpaceControlPoint::createLinearBlend(
ParameterSpaceControlPoint *inOtherPoint,
double inWeightOfOtherPoint ) {
// cast
SoundParameterSpaceControlPoint *otherPoint =
(SoundParameterSpaceControlPoint *)inOtherPoint;
double weightOfThisPoint = 1 - inWeightOfOtherPoint;
int otherNumWaveComponents = otherPoint->mNumWaveComponents;
double *otherWaveComponentFrequencies =
otherPoint->mWaveComponentFrequencies;
double *otherWaveComponentAmplitudes =
otherPoint->mWaveComponentAmplitudes;
// pack our waveform control points into vector3D arrays so
// they can be processed by the blend function
Vector3D **thisWaveComponents = new Vector3D*[ mNumWaveComponents ];
Vector3D **otherWaveComponents =
new Vector3D*[ otherPoint->mNumWaveComponents ];
int i;
for( i=0; i<mNumWaveComponents; i++ ) {
thisWaveComponents[i] = new Vector3D( mWaveComponentFrequencies[i],
mWaveComponentAmplitudes[i],
0 );
}
for( i=0; i<otherNumWaveComponents; i++ ) {
otherWaveComponents[i] =
new Vector3D( otherWaveComponentFrequencies[i],
otherWaveComponentAmplitudes[i],
0 );
}
int resultNumWaveComponents;
Vector3D **resultWaveComponents =
blendVertexArrays(
thisWaveComponents,
mNumWaveComponents,
weightOfThisPoint,
otherWaveComponents,
otherNumWaveComponents,
&resultNumWaveComponents );
for( i=0; i<mNumWaveComponents; i++ ) {
delete thisWaveComponents[i];
}
delete [] thisWaveComponents;
for( i=0; i<otherNumWaveComponents; i++ ) {
delete otherWaveComponents[i];
}
delete [] otherWaveComponents;
// unpack result
double *resultWaveComponentFrequencies =
new double[ resultNumWaveComponents ];
double *resultWaveComponentAmplitudes =
new double[ resultNumWaveComponents ];
for( i=0; i<resultNumWaveComponents; i++ ) {
resultWaveComponentFrequencies[i] = resultWaveComponents[i]->mX;
resultWaveComponentAmplitudes[i] = resultWaveComponents[i]->mY;
delete resultWaveComponents[i];
}
delete [] resultWaveComponents;
return new SoundParameterSpaceControlPoint(
resultNumWaveComponents,
resultWaveComponentFrequencies,
resultWaveComponentAmplitudes,
weightOfThisPoint * mStartFrequency +
inWeightOfOtherPoint * otherPoint->mStartFrequency,
weightOfThisPoint * mEndFrequency +
inWeightOfOtherPoint * otherPoint->mEndFrequency,
weightOfThisPoint * mStartLoudness +
inWeightOfOtherPoint * otherPoint->mStartLoudness,
weightOfThisPoint * mEndLoudness +
inWeightOfOtherPoint * otherPoint->mEndLoudness );
}
float *SoundParameterSpaceControlPoint::getSoundSamples(
unsigned long inStartSample,
unsigned long inSampleCount,
unsigned long inSamplesPerSecond,
double inSoundLengthInSeconds ) {
if( inStartSample == 0 ) {
// reset our wave pointer
mCurrentWavePoint = 0;
}
double sampleDeltaInSeconds = 1.0 / inSamplesPerSecond;
float *samples = new float[ inSampleCount ];
unsigned long soundLengthInSamples =
(unsigned long)( inSoundLengthInSeconds * inSamplesPerSecond );
// try to fade in and out for 100 samples to avoid a click
// at the start and end of the note
unsigned long numFadeInSamples = 100;
if( numFadeInSamples > soundLengthInSamples ) {
numFadeInSamples = soundLengthInSamples / 2;
}
unsigned long numFadeOutSamples = 100;
if( numFadeOutSamples > soundLengthInSamples ) {
numFadeOutSamples = soundLengthInSamples / 2;
}
for( unsigned long i=0; i<inSampleCount; i++ ) {
unsigned long currentSample = i + inStartSample;
double samplePointInSeconds =
(double)currentSample / (double)inSamplesPerSecond;
double soundProgress = samplePointInSeconds / inSoundLengthInSeconds;
double currentFrequency =
soundProgress * mEndFrequency +
( 1 - soundProgress ) * mStartFrequency;
double currentLoudness =
soundProgress * mEndLoudness +
( 1 - soundProgress ) * mStartLoudness;
// compute the time point in our wave, in the range [0,1]
mCurrentWavePoint += sampleDeltaInSeconds * currentFrequency;
// check if we are in the sample region that needs to be faded
double fadeInFactor = 1;
double fadeOutFactor = 1;
if( currentSample < numFadeInSamples ) {
fadeInFactor = (double)currentSample /
(double)( numFadeInSamples - 1 );
}
if( currentSample >= soundLengthInSamples - numFadeOutSamples ) {
fadeOutFactor =
(double)( soundLengthInSamples - currentSample - 1 ) /
(double)( numFadeOutSamples - 1 );
}
double fadeFactor = fadeInFactor * fadeOutFactor;
// add up the components at this time point
// sine function cycles once every 2*pi
// we need to adjust the sine function to cycle according to
// our wave's freqency
double adjustedTime = mCurrentWavePoint * ( 2 * M_PI );
double componentSum = 0;
for( int j=0; j<mNumWaveComponents; j++ ) {
componentSum += mWaveComponentAmplitudes[j] *
sin( mWaveComponentFrequencies[j] * adjustedTime );
}
samples[i] = (float)( currentLoudness * fadeFactor * componentSum );
}
return samples;
}
double *SoundParameterSpaceControlPoint::copyDoubleArray(
double *inArray, int inLength ) {
double *result = new double[ inLength ];
memcpy( (void *)result, (void *)inArray, inLength * sizeof( double ) );
return result;
}
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