/* nekobee DSSI software synthesizer plugin * * Copyright (C) 2004 Sean Bolton and others. * * Portions of this file may have come from Steve Brookes' * nekobee, copyright (C) 1999 S. J. Brookes. * Portions of this file may have come from Peter Hanappe's * Fluidsynth, copyright (C) 2003 Peter Hanappe and others. * Portions of this file may have come from Chris Cannam and Steve * Harris's public domain DSSI example code. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License as * published by the Free Software Foundation; either version 2 of * the License, or (at your option) any later version. * * This program is distributed in the hope that it will be * useful, but WITHOUT ANY WARRANTY; without even the implied * warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public * License along with this program; if not, write to the Free * Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, * MA 02111-1307, USA. */ #include #include #include #include #include #include "nekobee.h" #include "nekobee_synth.h" #include "nekobee_voice.h" /* * nekobee_synth_all_voices_off * * stop processing all notes immediately */ void nekobee_synth_all_voices_off(nekobee_synth_t *synth) { int i; nekobee_voice_t *voice; for (i = 0; i < synth->voices; i++) { //voice = synth->voice[i]; voice = synth->voice; if (_PLAYING(voice)) { nekobee_voice_off(voice); } } for (i = 0; i < 8; i++) synth->held_keys[i] = -1; } /* * nekobee_synth_note_off * * handle a note off message */ void nekobee_synth_note_off(nekobee_synth_t *synth, unsigned char key, unsigned char rvelocity) { int i, count = 0; nekobee_voice_t *voice; for (i = 0; i < synth->voices; i++) { voice = synth->voice; if (_PLAYING(voice)) { XDB_MESSAGE(XDB_NOTE, " nekobee_synth_note_off: key %d rvel %d voice %d note id %d\n", key, rvelocity, i, voice->note_id); nekobee_voice_note_off(synth, voice, key, 64); count++; } } if (!count) nekobee_voice_remove_held_key(synth, key); return; (void)rvelocity; } /* * nekobee_synth_all_notes_off * * put all notes into the released state */ void nekobee_synth_all_notes_off(nekobee_synth_t* synth) { int i; nekobee_voice_t *voice; /* reset the sustain controller */ synth->cc[MIDI_CTL_SUSTAIN] = 0; for (i = 0; i < synth->voices; i++) { //voice = synth->voice[i]; voice = synth->voice; if (_ON(voice) || _SUSTAINED(voice)) { nekobee_voice_release_note(synth, voice); } } } /* * nekobee_synth_note_on */ void nekobee_synth_note_on(nekobee_synth_t *synth, unsigned char key, unsigned char velocity) { nekobee_voice_t* voice; voice = synth->voice; if (_PLAYING(synth->voice)) { XDB_MESSAGE(XDB_NOTE, " nekobee_synth_note_on: retriggering mono voice on new key %d\n", key); } voice->note_id = synth->note_id++; nekobee_voice_note_on(synth, voice, key, velocity); } /* * nekobee_synth_update_volume */ void nekobee_synth_update_volume(nekobee_synth_t* synth) { synth->cc_volume = (float)(synth->cc[MIDI_CTL_MSB_MAIN_VOLUME] * 128 + synth->cc[MIDI_CTL_LSB_MAIN_VOLUME]) / 16256.0f; if (synth->cc_volume > 1.0f) synth->cc_volume = 1.0f; /* don't need to check if any playing voices need updating, because it's global */ } /* * nekobee_synth_control_change */ void nekobee_synth_control_change(nekobee_synth_t *synth, unsigned int param, signed int value) { synth->cc[param] = value; switch (param) { case MIDI_CTL_MSB_MAIN_VOLUME: case MIDI_CTL_LSB_MAIN_VOLUME: nekobee_synth_update_volume(synth); break; case MIDI_CTL_ALL_SOUNDS_OFF: nekobee_synth_all_voices_off(synth); break; case MIDI_CTL_RESET_CONTROLLERS: nekobee_synth_init_controls(synth); break; case MIDI_CTL_ALL_NOTES_OFF: nekobee_synth_all_notes_off(synth); break; /* what others should we respond to? */ /* these we ignore (let the host handle): * BANK_SELECT_MSB * BANK_SELECT_LSB * DATA_ENTRY_MSB * NRPN_MSB * NRPN_LSB * RPN_MSB * RPN_LSB * -FIX- no! we need RPN (0, 0) Pitch Bend Sensitivity! */ } } /* * nekobee_synth_init_controls */ void nekobee_synth_init_controls(nekobee_synth_t *synth) { int i; for (i = 0; i < 128; i++) { synth->cc[i] = 0; } synth->cc[7] = 127; /* full volume */ nekobee_synth_update_volume(synth); } /* * nekobee_synth_render_voices */ void nekobee_synth_render_voices(nekobee_synth_t *synth, float *out, unsigned long sample_count, int do_control_update) { unsigned long i; float res, wow; /* clear the buffer */ for (i = 0; i < sample_count; i++) out[i] = 0.0f; // we can do anything that must be updated all the time here // this is called even when a voice isn't playing // approximate a log scale res = 1-synth->resonance; wow = res*res; wow = wow/10.0f; // as the resonance is increased, "wow" slows down the accent attack if ((synth->voice->velocity>90) && (synth->vcf_accent < synth->voice->vcf_eg)) { synth->vcf_accent=(0.985-wow)*synth->vcf_accent+(0.015+wow)*synth->voice->vcf_eg; } else { synth->vcf_accent=(0.985-wow)*synth->vcf_accent; // or just decay } if (synth->voice->velocity>90) { synth->vca_accent=0.95*synth->vca_accent+0.05; // ramp up accent on with a time constant } else { synth->vca_accent=0.95*synth->vca_accent; // accent off with time constant } #if defined(XSYNTH_DEBUG) && (XSYNTH_DEBUG & XDB_AUDIO) out[0] += 0.10f; /* add a 'buzz' to output so there's something audible even when quiescent */ #endif /* defined(XSYNTH_DEBUG) && (XSYNTH_DEBUG & XDB_AUDIO) */ if (_PLAYING(synth->voice)) { nekobee_voice_render(synth, synth->voice, out, sample_count, do_control_update); } }