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0ab19dc4cd
This makes Piano exactly as usable as when I started the large refactor some years ago, which *sounds* like I'm a terrible person but now it (1) looks nicer and (2) has a flexible backend that can already deal with aribtrary kinds of processors on any track.
116 lines
3.9 KiB
C++
116 lines
3.9 KiB
C++
/*
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* Copyright (c) 2021-2022, kleines Filmröllchen <filmroellchen@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/DisjointChunks.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/Weakable.h>
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#include <LibDSP/Clip.h>
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#include <LibDSP/Effects.h>
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#include <LibDSP/Keyboard.h>
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#include <LibDSP/Music.h>
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#include <LibDSP/Processor.h>
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#include <LibDSP/Synthesizers.h>
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namespace DSP {
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// A track is also known as a channel and serves as a container for the audio pipeline: clips -> processors -> mixing & output
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class Track : public RefCounted<Track>
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, public Weakable<Track> {
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public:
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virtual ~Track() = default;
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virtual bool check_processor_chain_valid() const = 0;
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bool add_processor(NonnullRefPtr<Processor> new_processor);
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// Creates the current signal of the track by processing current note or audio data through the processing chain.
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void current_signal(FixedArray<Sample>& output_signal);
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// We are informed of an audio buffer size change. This happens off-audio-thread so we can allocate.
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ErrorOr<void> resize_internal_buffers_to(size_t buffer_size);
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Vector<NonnullRefPtr<Processor>> const& processor_chain() const { return m_processor_chain; }
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NonnullRefPtr<Transport const> transport() const { return m_transport; }
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NonnullRefPtr<DSP::Effects::Mastering> track_mastering() { return m_track_mastering; }
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// FIXME: These two getters are temporary until we have dynamic processor UI
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NonnullRefPtr<Synthesizers::Classic> synth();
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NonnullRefPtr<Effects::Delay> delay();
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protected:
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Track(NonnullRefPtr<Transport> transport, NonnullRefPtr<Keyboard> keyboard)
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: m_transport(move(transport))
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, m_track_mastering(make_ref_counted<Effects::Mastering>(m_transport))
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, m_keyboard(move(keyboard))
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{
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}
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bool check_processor_chain_valid_with_initial_type(SignalType initial_type) const;
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// Subclasses override to provide the base signal to the processing chain
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virtual void compute_current_clips_signal() = 0;
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Vector<NonnullRefPtr<Processor>> m_processor_chain;
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NonnullRefPtr<Transport> m_transport;
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NonnullRefPtr<Effects::Mastering> m_track_mastering;
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NonnullRefPtr<Keyboard> m_keyboard;
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// The current signal is stored here, to prevent unnecessary reallocation.
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Signal m_current_signal { FixedArray<Sample> {} };
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// These are so that we don't have to allocate a secondary buffer in current_signal().
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// A sample buffer possibly used by the processor chain.
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Signal m_secondary_sample_buffer { FixedArray<Sample> {} };
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// A note buffer possibly used by the processor chain.
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Signal m_secondary_note_buffer { RollNotes {} };
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};
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class NoteTrack final : public Track {
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public:
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virtual ~NoteTrack() override = default;
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NoteTrack(NonnullRefPtr<Transport> transport, NonnullRefPtr<Keyboard> keyboard)
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: Track(move(transport), move(keyboard))
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{
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m_current_signal = RollNotes {};
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}
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bool check_processor_chain_valid() const override;
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ReadonlySpan<NonnullRefPtr<NoteClip>> notes() const { return m_clips.span(); }
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Optional<RollNote> note_at(u32 time, u8 pitch) const;
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void set_note(RollNote note);
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void remove_note(RollNote note);
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void add_clip(u32 start_time, u32 end_time);
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protected:
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void compute_current_clips_signal() override;
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private:
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Vector<NonnullRefPtr<NoteClip>> m_clips;
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};
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class AudioTrack final : public Track {
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public:
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virtual ~AudioTrack() override = default;
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AudioTrack(NonnullRefPtr<Transport> transport, NonnullRefPtr<Keyboard> keyboard)
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: Track(move(transport), move(keyboard))
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{
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}
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bool check_processor_chain_valid() const override;
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Vector<NonnullRefPtr<AudioClip>> const& clips() const { return m_clips; }
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protected:
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void compute_current_clips_signal() override;
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private:
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Vector<NonnullRefPtr<AudioClip>> m_clips;
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};
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}
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