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https://github.com/vale981/openAV-Luppp
synced 2025-03-05 09:01:39 -05:00
-Refactored LooperClip into own header
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3 changed files with 72 additions and 84 deletions
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@ -12,18 +12,7 @@
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extern Jack* jack;
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Looper::Looper(int t) :
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track(t),
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scene(0),
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fpb(120),
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gain(1.f),
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numBeats (4),
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playedBeats(0),
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stopRecordOnBar(false),
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endPoint (0),
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lastWrittenSampleIndex(0),
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playPoint (0),
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uiUpdateConstant(44100/30),
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uiUpdateCounter(44100/30)
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track(t)
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{
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// pre-zero the internal sample
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tmpRecordBuffer = (float*)malloc( sizeof(float) * MAX_BUFFER_SIZE );
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@ -87,7 +76,7 @@ void Looper::midi(unsigned char* data)
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void Looper::setScene( int sc )
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{
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// update Looper to play different scene
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scene = sc;
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//scene = sc;
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//sample = samples[scene];
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}
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@ -6,69 +6,15 @@
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#include <iostream>
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#include "buffers.hxx"
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#include "audioprocessor.hxx"
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#include "looperclip.hxx"
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#include "observer/observer.hxx"
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class AudioBuffer;
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using namespace std;
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/** LooperClip
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* Represents each clip that a looper can playback. The core of the audio
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* samples is stored in AudioBuffer objects which are dynamically resized. The
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* base size of a AudioBuffer is 1 second's worth, after which larger buffers
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* will be requested.
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* The transition between AudioBuffer instances is seamless: when the clip is
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* running out, the new one is requested. Upon its arrival the current data is
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* copied, and the old buffer is returned for deallocation.
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*
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* This system allows for arbitrary length recordings, without huge
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* pre-allocated buffers while it is still quite simple.
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*
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* Each clip has its properties like length and bars/beats, so the Looper knows
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* to dynamically stretch / process the audio appropriately. Controllers and the
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* UI are updated from this data.
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**/
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class LooperClip
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{
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public:
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enum State {
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STATE_PLAYING = 0,
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STATE_PLAY_QUEUED,
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STATE_RECORDING,
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STATE_RECORD_QUEUED,
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STATE_STOPPED,
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STATE_STOP_QUEUED,
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};
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LooperClip()
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{
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_loaded = false;
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_buffer = 0;
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_state = STATE_STOPPED;
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}
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void setRequestedBuffer( AudioBuffer* ab )
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{
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// here we copy the data from the existing buffer into the new one,
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// and send the old one away to be deallocated.
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}
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bool loaded(){return _loaded;}
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State state(){return _state;}
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// Set
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void clipLength(int l){_clipLenght = l;}
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private:
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bool _loaded;
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State _state;
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AudioBuffer* _buffer;
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// Clip Properties
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int _clipLenght;
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};
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/** Looper
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* The class which reads from LooperClips, and reads/ writes the data using the
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* track buffer. Scene recording / playback is the essential functionality here.
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@ -76,8 +22,6 @@ class LooperClip
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class Looper : public Observer, public AudioProcessor
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{
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public:
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Looper(int t);
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void setSample(int c, AudioBuffer* ab);
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@ -87,7 +31,7 @@ class Looper : public Observer, public AudioProcessor
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void bar();
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void beat();
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void setFpb(int f) { fpb = f; }
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void setFpb(int f) { /*fpb = f;*/ }
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void setScene( int sc );
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//void setState( State s);
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@ -98,20 +42,11 @@ class Looper : public Observer, public AudioProcessor
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private:
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const int track;
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//State state;
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int scene;
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int fpb;
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float gain;
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int numBeats;
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int playedBeats;
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bool stopRecordOnBar;
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int endPoint, lastWrittenSampleIndex;
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float playPoint;
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float* sample;
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float* tmpRecordBuffer;
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LooperClip clips[10];
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// Pitch Shifting
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void pitchShift(int count, float* input, float* output);
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vector<float> tmpBuffer;
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64
src/looperclip.hxx
Normal file
64
src/looperclip.hxx
Normal file
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@ -0,0 +1,64 @@
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#ifndef LUPPP_LOOPER_CLIP_H
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#define LUPPP_LOOPER_CLIP_H
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class AudioBuffer;
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/** LooperClip
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* Represents each clip that a looper can playback. The core of the audio
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* samples is stored in AudioBuffer objects which are dynamically resized. The
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* base size of a AudioBuffer is 1 second's worth, after which larger buffers
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* will be requested.
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* The transition between AudioBuffer instances is seamless: when the clip is
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* running out, the new one is requested. Upon its arrival the current data is
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* copied, and the old buffer is returned for deallocation.
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*
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* This system allows for arbitrary length recordings, without huge
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* pre-allocated buffers while it is still quite simple.
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*
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* Each clip has its properties like length and bars/beats, so the Looper knows
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* to dynamically stretch / process the audio appropriately. Controllers and the
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* UI are updated from this data.
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**/
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class LooperClip
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{
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public:
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enum State {
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STATE_PLAYING = 0,
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STATE_PLAY_QUEUED,
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STATE_RECORDING,
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STATE_RECORD_QUEUED,
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STATE_STOPPED,
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STATE_STOP_QUEUED,
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};
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LooperClip()
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{
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_loaded = false;
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_buffer = 0;
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_state = STATE_STOPPED;
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}
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void setRequestedBuffer( AudioBuffer* ab )
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{
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// here we copy the data from the existing buffer into the new one,
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// and send the old one away to be deallocated.
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}
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bool loaded(){return _loaded;}
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State state(){return _state;}
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// Set
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void clipLength(int l){_clipLenght = l;}
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private:
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bool _loaded;
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State _state;
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AudioBuffer* _buffer;
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// Clip Properties
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int _clipLenght;
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};
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#endif // LUPPP_LOOPER_CLIP_H
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