amuse/include/amuse/Engine.hpp

199 lines
8.4 KiB
C++

#ifndef __AMUSE_ENGINE_HPP__
#define __AMUSE_ENGINE_HPP__
#include <memory>
#include <list>
#include <random>
#include <unordered_map>
#include <unordered_set>
#include "Emitter.hpp"
#include "Listener.hpp"
#include "AudioGroupSampleDirectory.hpp"
#include "Sequencer.hpp"
#include "Studio.hpp"
#include "IBackendVoiceAllocator.hpp"
namespace amuse
{
class IBackendVoiceAllocator;
class Voice;
class Submix;
class Emitter;
class AudioGroup;
class AudioGroupData;
class IMIDIReader;
enum class AmplitudeMode
{
PerSample, /**< Per-sample amplitude evaluation (dt = 1.0 / sampleRate, rather CPU demanding) */
BlockLinearized /**< Per-block lerp amplitude evaluation (dt = 160.0 / sampleRate) */
};
/** Main audio playback system for a single audio output */
class Engine
{
friend class Voice;
friend class Emitter;
friend class Sequencer;
friend class Studio;
friend struct Sequencer::ChannelState;
IBackendVoiceAllocator& m_backend;
AmplitudeMode m_ampMode;
std::unique_ptr<IMIDIReader> m_midiReader;
std::unordered_map<const AudioGroupData*, std::unique_ptr<AudioGroup>> m_audioGroups;
std::list<ObjToken<Voice>> m_activeVoices;
std::list<ObjToken<Emitter>> m_activeEmitters;
std::list<ObjToken<Listener>> m_activeListeners;
std::list<ObjToken<Sequencer>> m_activeSequencers;
bool m_defaultStudioReady = false;
ObjToken<Studio> m_defaultStudio;
std::unordered_map<SFXId, std::tuple<AudioGroup*, GroupId, const SFXGroupIndex::SFXEntry*>> m_sfxLookup;
std::linear_congruential_engine<uint32_t, 0x41c64e6d, 0x3039, UINT32_MAX> m_random;
int m_nextVid = 0;
float m_masterVolume = 1.f;
AudioChannelSet m_channelSet = AudioChannelSet::Unknown;
AudioGroup* _addAudioGroup(const AudioGroupData& data, std::unique_ptr<AudioGroup>&& grp);
std::pair<AudioGroup*, const SongGroupIndex*> _findSongGroup(GroupId groupId) const;
std::pair<AudioGroup*, const SFXGroupIndex*> _findSFXGroup(GroupId groupId) const;
std::list<ObjToken<Voice>>::iterator _allocateVoice(const AudioGroup& group, GroupId groupId, double sampleRate,
bool dynamicPitch, bool emitter, ObjToken<Studio> studio);
std::list<ObjToken<Sequencer>>::iterator _allocateSequencer(const AudioGroup& group, GroupId groupId,
SongId setupId, ObjToken<Studio> studio);
ObjToken<Studio> _allocateStudio(bool mainOut);
std::list<ObjToken<Voice>>::iterator _destroyVoice(std::list<ObjToken<Voice>>::iterator it);
std::list<ObjToken<Sequencer>>::iterator
_destroySequencer(std::list<ObjToken<Sequencer>>::iterator it);
void _bringOutYourDead();
public:
~Engine();
Engine(IBackendVoiceAllocator& backend, AmplitudeMode ampMode = AmplitudeMode::PerSample);
/** Access voice backend of engine */
IBackendVoiceAllocator& getBackend() { return m_backend; }
/** Access MIDI reader */
IMIDIReader* getMIDIReader() const { return m_midiReader.get(); }
/** Add audio group data pointers to engine; must remain resident! */
const AudioGroup* addAudioGroup(const AudioGroupData& data);
/** Remove audio group from engine */
void removeAudioGroup(const AudioGroupData& data);
/** Access engine's default studio */
ObjToken<Studio> getDefaultStudio() { return m_defaultStudio; }
/** Create new Studio within engine */
ObjToken<Studio> addStudio(bool mainOut);
/** Start soundFX playing from loaded audio groups */
ObjToken<Voice> fxStart(SFXId sfxId, float vol, float pan, ObjToken<Studio> smx);
ObjToken<Voice> fxStart(SFXId sfxId, float vol, float pan)
{
return fxStart(sfxId, vol, pan, m_defaultStudio);
}
/** Start soundFX playing from explicit group data (for editor use) */
ObjToken<Voice> fxStart(const AudioGroup* group, GroupId groupId, SFXId sfxId, float vol, float pan, ObjToken<Studio> smx);
ObjToken<Voice> fxStart(const AudioGroup* group, GroupId groupId, SFXId sfxId, float vol, float pan)
{
return fxStart(group, groupId, sfxId, vol, pan, m_defaultStudio);
}
/** Start SoundMacro node playing directly (for editor use) */
ObjToken<Voice> macroStart(const AudioGroup* group, SoundMacroId id, uint8_t key,
uint8_t vel, uint8_t mod, ObjToken<Studio> smx);
ObjToken<Voice> macroStart(const AudioGroup* group, SoundMacroId id, uint8_t key,
uint8_t vel, uint8_t mod)
{
return macroStart(group, id, key, vel, mod, m_defaultStudio);
}
/** Start SoundMacro object playing directly (for editor use) */
ObjToken<Voice> macroStart(const AudioGroup* group, const SoundMacro* macro, uint8_t key,
uint8_t vel, uint8_t mod, ObjToken<Studio> smx);
ObjToken<Voice> macroStart(const AudioGroup* group, const SoundMacro* macro, uint8_t key,
uint8_t vel, uint8_t mod)
{
return macroStart(group, macro, key, vel, mod, m_defaultStudio);
}
/** Start PageObject node playing directly (for editor use) */
ObjToken<Voice> pageObjectStart(const AudioGroup* group, ObjectId id, uint8_t key,
uint8_t vel, uint8_t mod, ObjToken<Studio> smx);
ObjToken<Voice> pageObjectStart(const AudioGroup* group, ObjectId id, uint8_t key,
uint8_t vel, uint8_t mod)
{
return pageObjectStart(group, id, key, vel, mod, m_defaultStudio);
}
/** Start soundFX playing from loaded audio groups, attach to positional emitter */
ObjToken<Emitter> addEmitter(const float* pos, const float* dir, float maxDist, float falloff,
SFXId sfxId, float minVol, float maxVol, bool doppler, ObjToken<Studio> smx);
ObjToken<Emitter> addEmitter(const float* pos, const float* dir, float maxDist, float falloff,
SFXId sfxId, float minVol, float maxVol, bool doppler)
{
return addEmitter(pos, dir, maxDist, falloff, sfxId, minVol, maxVol, doppler, m_defaultStudio);
}
/** Build listener and add to engine's listener list */
ObjToken<Listener> addListener(const float* pos, const float* dir, const float* heading, const float* up,
float frontDiff, float backDiff, float soundSpeed, float volume);
/** Remove listener from engine's listener list */
void removeListener(Listener* listener);
/** Start song playing from loaded audio groups */
ObjToken<Sequencer> seqPlay(GroupId groupId, SongId songId, const unsigned char* arrData, ObjToken<Studio> smx);
ObjToken<Sequencer> seqPlay(GroupId groupId, SongId songId, const unsigned char* arrData)
{
return seqPlay(groupId, songId, arrData, m_defaultStudio);
}
/** Start song playing from explicit group data (for editor use) */
ObjToken<Sequencer> seqPlay(const AudioGroup* group, GroupId groupId, SongId songId, const unsigned char* arrData, ObjToken<Studio> smx);
ObjToken<Sequencer> seqPlay(const AudioGroup* group, GroupId groupId, SongId songId, const unsigned char* arrData)
{
return seqPlay(group, groupId, songId, arrData, m_defaultStudio);
}
/** Set total volume of engine */
void setVolume(float vol);
/** Find voice from VoiceId */
ObjToken<Voice> findVoice(int vid);
/** Stop all voices in `kg`, stops immediately (no KeyOff) when `now` set */
void killKeygroup(uint8_t kg, bool now);
/** Send all voices using `macroId` the message `val` */
void sendMacroMessage(ObjectId macroId, int32_t val);
/** Obtain next random number from engine's PRNG */
uint32_t nextRandom() { return m_random(); }
/** Obtain list of active voices */
std::list<ObjToken<Voice>>& getActiveVoices() { return m_activeVoices; }
/** Obtain total active voice count (including child voices) */
size_t getNumTotalActiveVoices() const;
/** Obtain list of active sequencers */
std::list<ObjToken<Sequencer>>& getActiveSequencers() { return m_activeSequencers; }
/** All mixing occurs in virtual 5ms intervals;
* this is called at the start of each interval for all mixable entities */
void _on5MsInterval(IBackendVoiceAllocator& engine, double dt);
/** When a pumping cycle is complete this is called to allow the client to
* perform periodic cleanup tasks */
void _onPumpCycleComplete(IBackendVoiceAllocator& engine);
};
}
#endif // __AMUSE_ENGINE_HPP__