ladybird/Userland/Libraries/LibDSP/Track.h
kleines Filmröllchen 0ab19dc4cd Piano: Allow per-track controls (again)
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.
2023-05-05 01:32:09 +02:00

116 lines
3.9 KiB
C++

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