VocalEasel/Sources/VLSoundOut.cpp

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/*
* VLSoundOut.cpp
* Vocalese
*
* Created by Matthias Neeracher on 12/18/05.
* Copyright 2005 __MyCompanyName__. All rights reserved.
*
*/
#include "VLSoundOut.h"
#include <AudioUnit/AudioUnit.h>
#include <AudioToolbox/AudioToolbox.h>
#include <memory>
#include <vector>
class VLAUSoundOut : public VLSoundOut {
public:
VLAUSoundOut();
virtual void PlayNote(const VLNote & note);
virtual void PlayChord(const VLChord & chord);
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virtual ~VLAUSoundOut();
void Stop();
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private:
AUGraph fGraph;
MusicPlayer fPlayer;
MusicSequence fMusic;
bool fRunning;
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void PlaySequence(MusicSequence music);
void Play(const int8_t * note, size_t numNotes = 1);
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};
VLSoundEvent::~VLSoundEvent()
{
}
void VLSoundScheduler::Schedule(VLSoundEvent * what, float when)
{
usleep((int)(1000000.0f*when));
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what->Perform();
}
static std::auto_ptr<VLSoundOut> sSoundOut;
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static std::auto_ptr<VLSoundScheduler> sSoundScheduler;
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VLSoundOut * VLSoundOut::Instance()
{
if (!sSoundOut.get()) {
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sSoundOut.reset(new VLAUSoundOut);
if (!sSoundScheduler.get())
sSoundScheduler.reset(new VLSoundScheduler);
}
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}
VLSoundOut * VLSoundOut::Instance()
{
if (!sSoundOut.get())
sSoundOut.reset(new VLAUSoundOut);
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return sSoundOut.get();
}
void VLSoundOut::SetScheduler(VLSoundScheduler * scheduler)
{
sSoundScheduler.reset(scheduler);
}
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VLSoundOut::~VLSoundOut()
{
}
VLAUSoundOut::VLAUSoundOut()
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: fRunning(false), fMusic(0)
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{
AUNode synthNode, limiterNode, outNode;
ComponentDescription cd;
cd.componentManufacturer = kAudioUnitManufacturer_Apple;
cd.componentFlags = 0;
cd.componentFlagsMask = 0;
NewAUGraph(&fGraph);
cd.componentType = kAudioUnitType_MusicDevice;
cd.componentSubType = kAudioUnitSubType_DLSSynth;
AUGraphNewNode(fGraph, &cd, 0, NULL, &synthNode);
cd.componentType = kAudioUnitType_Effect;
cd.componentSubType = kAudioUnitSubType_PeakLimiter;
AUGraphNewNode (fGraph, &cd, 0, NULL, &limiterNode);
cd.componentType = kAudioUnitType_Output;
cd.componentSubType = kAudioUnitSubType_DefaultOutput;
AUGraphNewNode(fGraph, &cd, 0, NULL, &outNode);
AUGraphOpen(fGraph);
AUGraphConnectNodeInput(fGraph, synthNode, 0, limiterNode, 0);
AUGraphConnectNodeInput(fGraph, limiterNode, 0, outNode, 0);
AUGraphInitialize(fGraph);
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NewMusicPlayer(&fPlayer);
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}
VLAUSoundOut::~VLAUSoundOut()
{
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DisposeMusicPlayer(fPlayer);
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Stop();
DisposeAUGraph(fGraph);
}
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void VLAUSoundOut::PlaySequence(MusicSequence music)
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{
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Stop();
fMusic = music;
MusicSequenceSetAUGraph(fMusic, fGraph);
MusicPlayerSetSequence(fPlayer, fMusic);
MusicPlayerStart(fPlayer);
fRunning = true;
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}
void VLAUSoundOut::Stop()
{
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MusicPlayerStop(fPlayer);
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if (fRunning) {
fRunning = false;
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if (fMusic) {
MusicPlayerSetSequence(fPlayer, NULL);
DisposeMusicSequence(fMusic);
fMusic = 0;
}
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}
}
void VLAUSoundOut::PlayNote(const VLNote & note)
{
Play(&note.fPitch);
}
void VLAUSoundOut::PlayChord(const VLChord & chord)
{
std::vector<int8_t> notes;
for (int i = 0; i < 32; ++i)
if (chord.fSteps & (1 << i))
notes.push_back(chord.fPitch+i);
if (chord.fRootPitch != VLNote::kNoPitch)
notes.push_back(chord.fRootPitch);
Play(&notes[0], notes.size());
}
void VLAUSoundOut::Play(const int8_t * note, size_t numNotes)
{
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MusicSequence music;
MusicTrack track;
NewMusicSequence(&music);
MusicSequenceNewTrack(music, &track);
const int8_t kNoteVelocity = 127;
for (int i=0; i<numNotes; ++i) {
MIDINoteMessage n = {0, note[i], kNoteVelocity, 0, 1.0};
MusicTrackNewMIDINoteEvent(track, 0.0, &n);
}
PlaySequence(music);
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}