amuse/include/amuse/EffectDelay.hpp

128 lines
4.5 KiB
C++

#pragma once
#include "EffectBase.hpp"
#include "IBackendVoice.hpp"
#include "Common.hpp"
#include <cstdint>
#include <memory>
namespace amuse {
template <typename T>
class EffectDelayImp;
/** Parameters needed to create EffectDelay */
struct EffectDelayInfo {
uint32_t delay[8]; /**< [10, 5000] time in ms of each channel's delay */
uint32_t feedback[8] = {}; /**< [0, 100] percent to mix delayed signal with input signal */
uint32_t output[8] = {}; /**< [0, 100] total output percent */
static uint32_t lerp(uint32_t v0, uint32_t v1, float t) { return (1.f - t) * v0 + t * v1; }
static void Interp3To8(uint32_t arr[8], uint32_t L, uint32_t R, uint32_t S) {
arr[int(AudioChannel::FrontLeft)] = L;
arr[int(AudioChannel::FrontRight)] = R;
arr[int(AudioChannel::RearLeft)] = lerp(L, S, 0.75f);
arr[int(AudioChannel::RearRight)] = lerp(R, S, 0.75f);
arr[int(AudioChannel::FrontCenter)] = lerp(L, R, 0.5f);
arr[int(AudioChannel::LFE)] = arr[int(AudioChannel::FrontCenter)];
arr[int(AudioChannel::SideLeft)] = lerp(L, S, 0.5f);
arr[int(AudioChannel::SideRight)] = lerp(R, S, 0.5f);
}
EffectDelayInfo() { std::fill_n(delay, 8, 10); }
EffectDelayInfo(uint32_t delayL, uint32_t delayR, uint32_t delayS, uint32_t feedbackL, uint32_t feedbackR,
uint32_t feedbackS, uint32_t outputL, uint32_t outputR, uint32_t outputS) {
Interp3To8(delay, delayL, delayR, delayS);
Interp3To8(feedback, feedbackL, feedbackR, feedbackS);
Interp3To8(output, outputL, outputR, outputS);
}
};
/** Mixes the audio back into itself after specified delay */
class EffectDelay {
protected:
uint32_t x3c_delay[8]; /**< [10, 5000] time in ms of each channel's delay */
uint32_t x48_feedback[8]; /**< [0, 100] percent to mix delayed signal with input signal */
uint32_t x54_output[8]; /**< [0, 100] total output percent */
bool m_dirty = true; /**< needs update of internal parameter data */
public:
template <typename T>
using ImpType = EffectDelayImp<T>;
void setDelay(uint32_t delay) {
delay = clamp(10u, delay, 5000u);
for (int i = 0; i < 8; ++i)
x3c_delay[i] = delay;
m_dirty = true;
}
void setChanDelay(int chanIdx, uint32_t delay) {
delay = clamp(10u, delay, 5000u);
x3c_delay[chanIdx] = delay;
m_dirty = true;
}
uint32_t getChanDelay(int chanIdx) const { return x3c_delay[chanIdx]; }
void setFeedback(uint32_t feedback) {
feedback = clamp(0u, feedback, 100u);
for (int i = 0; i < 8; ++i)
x48_feedback[i] = feedback;
m_dirty = true;
}
void setChanFeedback(int chanIdx, uint32_t feedback) {
feedback = clamp(0u, feedback, 100u);
x48_feedback[chanIdx] = feedback;
m_dirty = true;
}
uint32_t getChanFeedback(int chanIdx) const { return x48_feedback[chanIdx]; }
void setOutput(uint32_t output) {
output = clamp(0u, output, 100u);
for (int i = 0; i < 8; ++i)
x54_output[i] = output;
m_dirty = true;
}
void setChanOutput(int chanIdx, uint32_t output) {
output = clamp(0u, output, 100u);
x54_output[chanIdx] = output;
m_dirty = true;
}
uint32_t getChanOutput(int chanIdx) const { return x54_output[chanIdx]; }
void setParams(const EffectDelayInfo& info) {
for (int i = 0; i < 8; ++i) {
x3c_delay[i] = clamp(10u, info.delay[i], 5000u);
x48_feedback[i] = clamp(0u, info.feedback[i], 100u);
x54_output[i] = clamp(0u, info.output[i], 100u);
}
m_dirty = true;
}
};
/** Type-specific implementation of delay effect */
template <typename T>
class EffectDelayImp : public EffectBase<T>, public EffectDelay {
uint32_t x0_currentSize[8]; /**< per-channel delay-line buffer sizes */
uint32_t xc_currentPos[8]; /**< per-channel block-index */
uint32_t x18_currentFeedback[8]; /**< [0, 128] feedback attenuator */
uint32_t x24_currentOutput[8]; /**< [0, 128] total attenuator */
std::unique_ptr<T[]> x30_chanLines[8]; /**< delay-line buffers for each channel */
uint32_t m_sampsPerMs; /**< canonical count of samples per ms for the current backend */
uint32_t m_blockSamples; /**< count of samples in a 5ms block */
void _setup(double sampleRate);
void _update();
public:
EffectDelayImp(uint32_t initDelay, uint32_t initFeedback, uint32_t initOutput, double sampleRate);
EffectDelayImp(const EffectDelayInfo& info, double sampleRate);
void applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap) override;
void resetOutputSampleRate(double sampleRate) override { _setup(sampleRate); }
EffectType Isa() const override { return EffectType::Delay; }
};
} // namespace amuse