-Refactoring Looper into LooperClip

This commit is contained in:
Harry van Haaren 2013-07-27 18:24:04 +01:00
parent d3cbd3c516
commit 3f60cb52a6
9 changed files with 90 additions and 70 deletions

View file

@ -27,7 +27,6 @@
#include <string>
#include "../looper.hxx"
#include "../gclipselectoraction.hxx"
#include "../worker.hxx"
@ -126,8 +125,9 @@ class ClipSelector : public Fl_Button
/** converts the Looper::State into the UI represnted ClipSelector state.
* It puts some of the data into clips[], and stores unique state into the class.
**/
void setState( int clipNum, Looper::State s )
void setState( int clipNum, int )
{
/*
switch(s)
{
case Looper::STATE_PLAYING:
@ -162,6 +162,7 @@ class ClipSelector : public Fl_Button
printf("clipSelector setState() clip %i = CLIP_QUEUED\n", clipNum);
break;
}
*/
redraw();
}
@ -353,13 +354,16 @@ class ClipSelector : public Fl_Button
}
else if ( strcmp(m->label(), "Record") == 0 )
{
/*
//recordingClip = clipNum;
EventLooperState e = EventLooperState( ID, clipNum, Looper::STATE_RECORD_QUEUED);
writeToDspRingbuffer( &e );
*/
}
}
else
{
/*
// decide action to take based on current state of clip
if ( clips[clipNum].queued() )
{
@ -384,7 +388,7 @@ class ClipSelector : public Fl_Button
{
playingClip = -1;
}
*/
*
else if ( clips[clipNum].loaded() )
{
EventLooperState e = EventLooperState( ID, clipNum, Looper::STATE_PLAY_QUEUED);
@ -400,6 +404,7 @@ class ClipSelector : public Fl_Button
{
printf("avtk clipSelector handle click: no state triggered");
}
*/
/*
switch( clips[clipNum].state )

View file

@ -4,5 +4,7 @@
#define NTRACKS 8
#define MAX_BUFFER_SIZE 1024
#endif // LUPPP_CONFIG_H

View file

@ -111,9 +111,10 @@ class EventLooperState : public EventBase
int track;
int scene;
Looper::State state;
//Looper::State state;
EventLooperState(){}
EventLooperState(int t, int sc, Looper::State s) : track(t), scene(sc), state(s){}
//EventLooperState(int t, int sc, Looper::State s) : track(t), scene(sc), state(s){}
};
class EventLooperProgress : public EventBase

View file

@ -55,7 +55,7 @@ void handleDspEvents()
if ( availableRead >= sizeof(EventLooperState) ) {
EventLooperState ev;
jack_ringbuffer_read( rbToDsp, (char*)&ev, sizeof(EventLooperState) );
jack->setLooperState( ev.track, ev.scene, ev.state );
//jack->setLooperState( ev.track, ev.scene, ev.state );
} break; }
case Event::LOOPER_LOOP_LENGTH: {
if ( availableRead >= sizeof(EventLooperLoopLength) ) {

View file

@ -50,13 +50,13 @@ void handleGuiEvents()
if ( availableRead >= sizeof(EventLooperState) ) {
EventLooperState ev;
jack_ringbuffer_read( rbToGui, (char*)&ev, sizeof(EventLooperState) );
gui->getTrack(ev.track)->getClipSelector()->setState(ev.scene, ev.state);
//gui->getTrack(ev.track)->getClipSelector()->setState(ev.scene, ev.state);
//jack->setLooperState( ev.track, ev.state );
} break; }
case Event::LOOPER_LOOP_LENGTH: {
if ( availableRead >= sizeof(EventLooperLoopLength) ) {
EventLooperLoopLength ev;
jack_ringbuffer_read( rbToGui, (char*)&ev, sizeof(EventLooperLoopLength) );
//EventLooperLoopLength ev;
//jack_ringbuffer_read( rbToGui, (char*)&ev, sizeof(EventLooperLoopLength) );
//jack->setLooperLoopLength( ev.track, ev.scale );
} break; }
case Event::LOOPER_PROGRESS: {

View file

@ -9,6 +9,7 @@ extern void luppp_tooltip(std::string s);
void gtrack_button_callback(Fl_Widget *w, void *data)
{
/*
int track = 0;
if ( data )
track = *(int*)data;
@ -59,4 +60,5 @@ void gtrack_button_callback(Fl_Widget *w, void *data)
{
cout << __FILE__ << __LINE__ << " Error: unknown command string" << endl;
}
*/
}

View file

@ -39,14 +39,16 @@ class Jack
int getBuffersize();
int getSamplerate();
/*
void setLooperState(int t, int sc, Looper::State s)
{
loopers.at(t)->setState(s);
loopers.at(t)->setScene(sc);
}
*/
void setLooperLoopLength(int t, float l)
{
loopers.at(t)->setLoopLength(l);
//loopers.at(t)->setLoopLength(l);
}
Looper* getLooper(int t)
{

View file

@ -2,6 +2,8 @@
#include "looper.hxx"
#include "config.hxx"
#include "jack.hxx"
#include "audiobuffer.hxx"
#include "eventhandler.hxx"
@ -11,7 +13,6 @@ extern Jack* jack;
Looper::Looper(int t) :
track(t),
state(STATE_STOPPED),
scene(0),
fpb(120),
gain(1.f),
@ -25,36 +26,29 @@ Looper::Looper(int t) :
uiUpdateCounter(44100/30)
{
// pre-zero the internal sample
for(int i = 0; i < 10; i++)
{
//memset( sample[int(i)][0], 0, SAMPLE_SIZE );
}
sample = &samples[0][0];
tmpRecordBuffer = (float*)malloc( sizeof(float) * MAX_BUFFER_SIZE );
memset( tmpRecordBuffer, 0, sizeof(float) * MAX_BUFFER_SIZE );
printf("Looper ID %i\n" , track );
// init faust pitch shift variables
fSamplingFreq = 44100;
IOTA = 0;
int bufferSize = 1024;
for ( int i = 0; i < bufferSize; i++)
for ( int i = 0; i < MAX_BUFFER_SIZE; i++)
tmpBuffer.push_back(0.f);
for (int i=0; i<65536; i++)
fVec0[i] = 0;
for (int i=0; i<2; i++)
fRec0[i] = 0;
semitoneShift = 0.0f;
windowSize = 1000;
crossfadeSize = 1000;
for (int i=0; i<2; i++)
fRec0[i] = 0;
}
void Looper::midi(unsigned char* data)
{
/*
if ( data[0] - 144 == track )
{
switch ( data[1] )
@ -87,19 +81,18 @@ void Looper::midi(unsigned char* data)
break;
}
}
*/
}
void Looper::setScene( int sc )
{
// update Looper to play different scene
scene = sc;
sample = samples[scene];
//sample = samples[scene];
}
void Looper::setState( State s)
{
//void Looper::setState( State s) {
/*
// quantize recording to next bar event
if ( state == STATE_RECORDING )
{
@ -107,10 +100,12 @@ void Looper::setState( State s)
}
state = s;
updateControllers();
}
} */
void Looper::updateControllers()
{
/*
if (state == STATE_RECORD_QUEUED )
{
numBeats = 0;
@ -147,10 +142,12 @@ void Looper::updateControllers()
EventLooperProgress e(track, 0 );
writeToGuiRingbuffer( &e );
}
*/
}
void Looper::setSample(int sc, AudioBuffer* ab)
{
/*
vector<float>& buf = ab->getData();
if ( buf.size() > SAMPLE_SIZE )
{
@ -177,10 +174,12 @@ void Looper::setSample(int sc, AudioBuffer* ab)
//memcpy( &sample[0], &buf[0], buf.size() ); // copy sample data to pre-allocated buffer
}
*/
}
void Looper::process(int nframes, Buffers* buffers)
{
/*
float* in = buffers->audio[Buffers::MASTER_INPUT];
// FIXME:
@ -237,6 +236,7 @@ void Looper::process(int nframes, Buffers* buffers)
void Looper::bar()
{
/*
int barTmpState = state;
// queue stop recording -> stop recording, now calculate beats in loop
if ( stopRecordOnBar )
@ -290,32 +290,21 @@ void Looper::bar()
{
updateControllers();
}
*/
}
void Looper::beat()
{
/*
if (state == STATE_RECORDING || stopRecordOnBar )
{
numBeats++;
}
playedBeats++;
*
*/
}
void Looper::setLoopLength(float l)
{
numBeats = l * 4;
// smallest loop = 4 beats
if ( numBeats < 4 )
numBeats = 4;
char buffer [50];
sprintf (buffer, "Looper %i loop lenght = %i", track, numBeats );
EventGuiPrint e( buffer );
writeToGuiRingbuffer( &e );
}
void Looper::pitchShift(int count, float* input, float* output)
{
float fSlow0 = windowSize;

View file

@ -9,8 +9,6 @@
#include "audioprocessor.hxx"
#include "observer/observer.hxx"
#define SAMPLE_SIZE 44100*20
class AudioBuffer;
using namespace std;
@ -28,26 +26,10 @@ using namespace std;
* pre-allocated buffers while it is still quite simple.
*
* Each clip has its properties like length and bars/beats, so the Looper knows
* to dynamically stretch / process the audio appropriately.
* to dynamically stretch / process the audio appropriately. Controllers and the
* UI are updated from this data.
**/
class LooperClip
{
public:
LooperClip()
{
buffer = 0;
}
void setRequestedBuffer( AudioBuffer* ab )
{
}
private:
AudioBuffer* buffer;
};
class Looper : public Observer, public AudioProcessor
{
public:
enum State {
@ -59,6 +41,43 @@ class Looper : public Observer, public AudioProcessor
STATE_STOP_QUEUED,
};
LooperClip()
{
_loaded = false;
_buffer = 0;
_state = STATE_STOPPED;
}
void setRequestedBuffer( AudioBuffer* ab )
{
// here we copy the data from the existing buffer into the new one,
// and send the old one away to be deallocated.
}
bool loaded(){return _loaded;}
State state(){return _state;}
// Set
void clipLength(int l){_clipLenght = l;}
private:
bool _loaded;
State _state;
AudioBuffer* _buffer;
// Clip Properties
int _clipLenght;
};
/** Looper
* The class which reads from LooperClips, and reads/ writes the data using the
* track buffer. Scene recording / playback is the essential functionality here.
**/
class Looper : public Observer, public AudioProcessor
{
public:
Looper(int t);
void setSample(int c, AudioBuffer* ab);
@ -71,15 +90,15 @@ class Looper : public Observer, public AudioProcessor
void setFpb(int f) { fpb = f; }
void setScene( int sc );
void setState( State s);
void setLoopLength(float l);
//void setState( State s);
void updateControllers();
void process(int nframes, Buffers* buffers);
private:
const int track;
State state;
//State state;
int scene;
int fpb;
@ -91,7 +110,7 @@ class Looper : public Observer, public AudioProcessor
int endPoint, lastWrittenSampleIndex;
float playPoint;
float* sample;
float samples[10][SAMPLE_SIZE];
float* tmpRecordBuffer;
// Pitch Shifting
void pitchShift(int count, float* input, float* output);