furnace/src/engine/engine.h

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#ifndef _ENGINE_H
#define _ENGINE_H
#include "song.h"
#include "dispatch.h"
#include "../audio/taAudio.h"
#include "blip_buf.h"
enum DivStatusView {
DIV_STATUS_NOTHING=0,
DIV_STATUS_PATTERN,
DIV_STATUS_COMMANDS
};
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enum DivAudioEngines {
DIV_AUDIO_JACK=0,
DIV_AUDIO_SDL
};
struct DivChannelState {
std::vector<DivDelayedCommand> delayed;
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int note, pitch, portaSpeed, portaNote;
int volume, volSpeed, cut, rowDelay, volMax;
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int vibratoDepth, vibratoRate, vibratoPos, vibratoDir, vibratoFine;
int tremoloDepth, tremoloRate, tremoloPos;
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unsigned char arp, arpStage, arpTicks;
bool doNote, legato, portaStop, keyOn, nowYouCanStop, stopOnOff, arpYield;
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DivChannelState():
note(-1),
pitch(0),
portaSpeed(-1),
portaNote(-1),
volume(0x7f00),
volSpeed(0),
cut(-1),
rowDelay(0),
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vibratoDepth(0),
vibratoRate(0),
vibratoPos(0),
vibratoDir(0),
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vibratoFine(15),
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tremoloDepth(0),
tremoloRate(0),
tremoloPos(0),
arp(0),
arpStage(-1),
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arpTicks(1),
doNote(false), legato(false), portaStop(false), keyOn(false), nowYouCanStop(true), stopOnOff(false), arpYield(false) {}
};
class DivEngine {
DivDispatch* dispatch;
TAAudio* output;
TAAudioDesc want, got;
int chans;
bool playing;
bool speedAB;
int ticks, cycles, curRow, curOrder;
int changeOrd, changePos, totalTicks, totalCmds, lastCmds, cmdsPerSecond;
DivStatusView view;
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DivChannelState chan[17];
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DivAudioEngines audioEngine;
short vibTable[64];
blip_buffer_t* bb[2];
int temp[2], prevSample[2];
short* bbOut[2];
int dispatchCmd(DivCommand c);
void processRow(int i, bool afterDelay);
void nextOrder();
void nextRow();
void nextTick();
bool perSystemEffect(int ch, unsigned char effect, unsigned char effectVal);
bool perSystemPostEffect(int ch, unsigned char effect, unsigned char effectVal);
void renderSamples();
public:
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DivSong song;
void nextBuf(float** in, float** out, int inChans, int outChans, unsigned int size);
DivInstrument* getIns(int index);
DivWavetable* getWave(int index);
// load a .dmf.
bool load(void* f, size_t length);
// save as .dmf.
bool save(FILE* f);
// play
void play();
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// set the audio system.
void setAudio(DivAudioEngines which);
// set the view mode.
void setView(DivStatusView which);
// initialize the engine.
bool init();
DivEngine():
chans(0),
playing(false),
speedAB(false),
ticks(0),
cycles(0),
curRow(-1),
curOrder(0),
changeOrd(-1),
changePos(0),
totalTicks(0),
totalCmds(0),
lastCmds(0),
cmdsPerSecond(0),
view(DIV_STATUS_PATTERN),
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audioEngine(DIV_AUDIO_SDL),
temp{0,0},
prevSample{0,0} {}
};
#endif