Beispiel #1
0
void sf2Instrument::updateSampleRate()
{
	double tempRate;

	// Set & get, returns the true sample rate
	fluid_settings_setnum( m_settings, (char *) "synth.sample-rate", Engine::mixer()->processingSampleRate() );
	fluid_settings_getnum( m_settings, (char *) "synth.sample-rate", &tempRate );
	m_internalSampleRate = static_cast<int>( tempRate );

	if( m_font )
	{
		// Now, delete the old one and replace
		m_synthMutex.lock();
		fluid_synth_remove_sfont( m_synth, m_font->fluidFont );
		delete_fluid_synth( m_synth );

		// New synth
		m_synth = new_fluid_synth( m_settings );
		m_fontId = fluid_synth_add_sfont( m_synth, m_font->fluidFont );
		m_synthMutex.unlock();

		// synth program change (set bank and patch)
		updatePatch();
	}
	else
	{
		// Recreate synth with no soundfonts
		m_synthMutex.lock();
		delete_fluid_synth( m_synth );
		m_synth = new_fluid_synth( m_settings );
		m_synthMutex.unlock();
	}

	m_synthMutex.lock();
	if( Engine::mixer()->currentQualitySettings().interpolation >=
			Mixer::qualitySettings::Interpolation_SincFastest )
	{
		fluid_synth_set_interp_method( m_synth, -1, FLUID_INTERP_7THORDER );
	}
	else
	{
		fluid_synth_set_interp_method( m_synth, -1, FLUID_INTERP_DEFAULT );
	}
	m_synthMutex.unlock();
	if( m_internalSampleRate < Engine::mixer()->processingSampleRate() )
	{
		m_synthMutex.lock();
		if( m_srcState != NULL )
		{
			src_delete( m_srcState );
		}
		int error;
		m_srcState = src_new( Engine::mixer()->currentQualitySettings().libsrcInterpolation(), DEFAULT_CHANNELS, &error );
		if( m_srcState == NULL || error )
		{
			qCritical( "error while creating libsamplerate data structure in Sf2Instrument::updateSampleRate()" );
		}
		m_synthMutex.unlock();
	}
	updateReverb();
	updateChorus();
	updateReverbOn();
	updateChorusOn();
	updateGain();

	// Reset last MIDI pitch properties, which will be set to the correct values
	// upon playing the next note
	m_lastMidiPitch = -1;
	m_lastMidiPitchRange = -1;
}
Beispiel #2
0
sf2Instrument::sf2Instrument( InstrumentTrack * _instrument_track ) :
	Instrument( _instrument_track, &sf2player_plugin_descriptor ),
	m_srcState( NULL ),
	m_font( NULL ),
	m_fontId( 0 ),
	m_filename( "" ),
	m_lastMidiPitch( -1 ),
	m_lastMidiPitchRange( -1 ),
	m_channel( 1 ),
	m_bankNum( 0, 0, 999, this, tr("Bank") ),
	m_patchNum( 0, 0, 127, this, tr("Patch") ),
	m_gain( 1.0f, 0.0f, 5.0f, 0.01f, this, tr( "Gain" ) ),
	m_reverbOn( false, this, tr( "Reverb" ) ),
	m_reverbRoomSize( FLUID_REVERB_DEFAULT_ROOMSIZE, 0, 1.0, 0.01f, this, tr( "Reverb Roomsize" ) ),
	m_reverbDamping( FLUID_REVERB_DEFAULT_DAMP, 0, 1.0, 0.01, this, tr( "Reverb Damping" ) ),
	m_reverbWidth( FLUID_REVERB_DEFAULT_WIDTH, 0, 1.0, 0.01f, this, tr( "Reverb Width" ) ),
	m_reverbLevel( FLUID_REVERB_DEFAULT_LEVEL, 0, 1.0, 0.01f, this, tr( "Reverb Level" ) ),
	m_chorusOn( false, this, tr( "Chorus" ) ),
	m_chorusNum( FLUID_CHORUS_DEFAULT_N, 0, 10.0, 1.0, this, tr( "Chorus Lines" ) ),
	m_chorusLevel( FLUID_CHORUS_DEFAULT_LEVEL, 0, 10.0, 0.01, this, tr( "Chorus Level" ) ),
	m_chorusSpeed( FLUID_CHORUS_DEFAULT_SPEED, 0.29, 5.0, 0.01, this, tr( "Chorus Speed" ) ),
	m_chorusDepth( FLUID_CHORUS_DEFAULT_DEPTH, 0, 46.0, 0.05, this, tr( "Chorus Depth" ) )
{
	for( int i = 0; i < 128; ++i )
	{
		m_notesRunning[i] = 0;
	}

	m_settings = new_fluid_settings();

	fluid_settings_setint( m_settings, (char *) "audio.period-size", engine::mixer()->framesPerPeriod() );

	// This is just our starting instance of synth.  It is recreated
	// everytime we load a new soundfont.
	m_synth = new_fluid_synth( m_settings );

	InstrumentPlayHandle * iph = new InstrumentPlayHandle( this );
	engine::mixer()->addPlayHandle( iph );

	loadFile( configManager::inst()->defaultSoundfont() );

	updateSampleRate();
	updateReverbOn();
	updateReverb();
	updateChorusOn();
	updateChorus();
	updateGain();

	connect( &m_bankNum, SIGNAL( dataChanged() ), this, SLOT( updatePatch() ) );
	connect( &m_patchNum, SIGNAL( dataChanged() ), this, SLOT( updatePatch() ) );

	connect( engine::mixer(), SIGNAL( sampleRateChanged() ), this, SLOT( updateSampleRate() ) );

	// Gain
	connect( &m_gain, SIGNAL( dataChanged() ), this, SLOT( updateGain() ) );

	// Reverb
	connect( &m_reverbOn, SIGNAL( dataChanged() ), this, SLOT( updateReverbOn() ) );
	connect( &m_reverbRoomSize, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );
	connect( &m_reverbDamping, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );
	connect( &m_reverbWidth, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );
	connect( &m_reverbLevel, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );

	// Chorus
	connect( &m_chorusOn, SIGNAL( dataChanged() ), this, SLOT( updateChorusOn() ) );
	connect( &m_chorusNum, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );
	connect( &m_chorusLevel, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );
	connect( &m_chorusSpeed, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );
	connect( &m_chorusDepth, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );

}
Beispiel #3
0
sf2Instrument::sf2Instrument( InstrumentTrack * _instrument_track ) :
	Instrument( _instrument_track, &sf2player_plugin_descriptor ),
	m_srcState( NULL ),
	m_font( NULL ),
	m_fontId( 0 ),
	m_filename( "" ),
	m_lastMidiPitch( -1 ),
	m_lastMidiPitchRange( -1 ),
	m_channel( 1 ),
	m_bankNum( 0, 0, 999, this, tr("Bank") ),
	m_patchNum( 0, 0, 127, this, tr("Patch") ),
	m_gain( 1.0f, 0.0f, 5.0f, 0.01f, this, tr( "Gain" ) ),
	m_reverbOn( false, this, tr( "Reverb" ) ),
	m_reverbRoomSize( FLUID_REVERB_DEFAULT_ROOMSIZE, 0, 1.0, 0.01f, this, tr( "Reverb room size" ) ),
	m_reverbDamping( FLUID_REVERB_DEFAULT_DAMP, 0, 1.0, 0.01, this, tr( "Reverb damping" ) ),
	m_reverbWidth( FLUID_REVERB_DEFAULT_WIDTH, 0, 1.0, 0.01f, this, tr( "Reverb width" ) ),
	m_reverbLevel( FLUID_REVERB_DEFAULT_LEVEL, 0, 1.0, 0.01f, this, tr( "Reverb level" ) ),
	m_chorusOn( false, this, tr( "Chorus" ) ),
	m_chorusNum( FLUID_CHORUS_DEFAULT_N, 0, 10.0, 1.0, this, tr( "Chorus voices" ) ),
	m_chorusLevel( FLUID_CHORUS_DEFAULT_LEVEL, 0, 10.0, 0.01, this, tr( "Chorus level" ) ),
	m_chorusSpeed( FLUID_CHORUS_DEFAULT_SPEED, 0.29, 5.0, 0.01, this, tr( "Chorus speed" ) ),
	m_chorusDepth( FLUID_CHORUS_DEFAULT_DEPTH, 0, 46.0, 0.05, this, tr( "Chorus depth" ) )
{
	for( int i = 0; i < 128; ++i )
	{
		m_notesRunning[i] = 0;
	}


#if QT_VERSION_CHECK(FLUIDSYNTH_VERSION_MAJOR, FLUIDSYNTH_VERSION_MINOR, FLUIDSYNTH_VERSION_MICRO) >= QT_VERSION_CHECK(1,1,9)
	// Deactivate all audio drivers in fluidsynth
	const char *none[] = { NULL };
	fluid_audio_driver_register( none );
#endif
	m_settings = new_fluid_settings();

	//fluid_settings_setint( m_settings, (char *) "audio.period-size", engine::mixer()->framesPerPeriod() );

	// This is just our starting instance of synth.  It is recreated
	// everytime we load a new soundfont.
	m_synth = new_fluid_synth( m_settings );

#if FLUIDSYNTH_VERSION_MAJOR >= 2
	// Get the default values from the setting
	double settingVal;

	fluid_settings_getnum_default(m_settings, "synth.reverb.room-size", &settingVal);
	m_reverbRoomSize.setInitValue(settingVal);
	fluid_settings_getnum_default(m_settings, "synth.reverb.damping", &settingVal);
	m_reverbDamping.setInitValue(settingVal);
	fluid_settings_getnum_default(m_settings, "synth.reverb.width", &settingVal);
	m_reverbWidth.setInitValue(settingVal);
	fluid_settings_getnum_default(m_settings, "synth.reverb.level", &settingVal);
	m_reverbLevel.setInitValue(settingVal);

	fluid_settings_getnum_default(m_settings, "synth.chorus.nr", &settingVal);
	m_chorusNum.setInitValue(settingVal);
	fluid_settings_getnum_default(m_settings, "synth.chorus.level", &settingVal);
	m_chorusLevel.setInitValue(settingVal);
	fluid_settings_getnum_default(m_settings, "synth.chorus.speed", &settingVal);
	m_chorusSpeed.setInitValue(settingVal);
	fluid_settings_getnum_default(m_settings, "synth.chorus.depth", &settingVal);
	m_chorusDepth.setInitValue(settingVal);
#endif

	loadFile( ConfigManager::inst()->defaultSoundfont() );

	updateSampleRate();
	updateReverbOn();
	updateReverb();
	updateChorusOn();
	updateChorus();
	updateGain();

	connect( &m_bankNum, SIGNAL( dataChanged() ), this, SLOT( updatePatch() ) );
	connect( &m_patchNum, SIGNAL( dataChanged() ), this, SLOT( updatePatch() ) );

	connect( Engine::mixer(), SIGNAL( sampleRateChanged() ), this, SLOT( updateSampleRate() ) );

	// Gain
	connect( &m_gain, SIGNAL( dataChanged() ), this, SLOT( updateGain() ) );

	// Reverb
	connect( &m_reverbOn, SIGNAL( dataChanged() ), this, SLOT( updateReverbOn() ) );
	connect( &m_reverbRoomSize, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );
	connect( &m_reverbDamping, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );
	connect( &m_reverbWidth, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );
	connect( &m_reverbLevel, SIGNAL( dataChanged() ), this, SLOT( updateReverb() ) );

	// Chorus
	connect( &m_chorusOn, SIGNAL( dataChanged() ), this, SLOT( updateChorusOn() ) );
	connect( &m_chorusNum, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );
	connect( &m_chorusLevel, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );
	connect( &m_chorusSpeed, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );
	connect( &m_chorusDepth, SIGNAL( dataChanged() ), this, SLOT( updateChorus() ) );

	InstrumentPlayHandle * iph = new InstrumentPlayHandle( this, _instrument_track );
	Engine::mixer()->addPlayHandle( iph );
}