#ifndef _ENGINE_H #define _ENGINE_H #include "song.h" #include "dispatch.h" #include "safeWriter.h" #include "../audio/taAudio.h" #include "blip_buf.h" #include #define DIV_VERSION "0.1" #define DIV_ENGINE_VERSION 11 enum DivStatusView { DIV_STATUS_NOTHING=0, DIV_STATUS_PATTERN, DIV_STATUS_COMMANDS }; enum DivAudioEngines { DIV_AUDIO_JACK=0, DIV_AUDIO_SDL }; struct DivChannelState { std::vector delayed; int note, oldNote, pitch, portaSpeed, portaNote; int volume, volSpeed, cut, rowDelay, volMax; int delayOrder, delayRow; int vibratoDepth, vibratoRate, vibratoPos, vibratoDir, vibratoFine; int tremoloDepth, tremoloRate, tremoloPos; unsigned char arp, arpStage, arpTicks; bool doNote, legato, portaStop, keyOn, nowYouCanStop, stopOnOff, arpYield, delayLocked, inPorta; DivChannelState(): note(-1), oldNote(-1), pitch(0), portaSpeed(-1), portaNote(-1), volume(0x7f00), volSpeed(0), cut(-1), rowDelay(0), volMax(0), delayOrder(0), delayRow(0), vibratoDepth(0), vibratoRate(0), vibratoPos(0), vibratoDir(0), vibratoFine(15), tremoloDepth(0), tremoloRate(0), tremoloPos(0), arp(0), arpStage(-1), arpTicks(1), doNote(false), legato(false), portaStop(false), keyOn(false), nowYouCanStop(true), stopOnOff(false), arpYield(false), delayLocked(false), inPorta(false) {} }; class DivEngine { DivDispatch* dispatch; TAAudio* output; TAAudioDesc want, got; int chans; bool playing; bool speedAB; bool endOfSong; bool consoleMode; int ticks, cycles, curRow, curOrder, remainingLoops, nextSpeed, clockDrift; int changeOrd, changePos, totalTicks, totalCmds, lastCmds, cmdsPerSecond; DivStatusView view; DivChannelState chan[17]; DivAudioEngines audioEngine; bool isMuted[17]; std::mutex isBusy; short vibTable[64]; blip_buffer_t* bb[2]; size_t bbInLen; int temp[2], prevSample[2]; short* bbIn[2]; short* bbOut[2]; size_t totalProcessed; private: int* jediTable; int dispatchCmd(DivCommand c); void processRow(int i, bool afterDelay); void nextOrder(); void nextRow(); // returns true if end of song. bool nextTick(); bool perSystemEffect(int ch, unsigned char effect, unsigned char effectVal); bool perSystemPostEffect(int ch, unsigned char effect, unsigned char effectVal); void renderSamples(); public: 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(unsigned char* f, size_t length); // save as .dmf. SafeWriter* save(); // play void play(); // stop void stop(); // reset playback state void reset(); // get sys channel count int getChannelCount(DivSystem sys); // get sys name const char* getSystemName(DivSystem sys); // is FM system bool isFMSystem(DivSystem sys); // is STD system bool isSTDSystem(DivSystem sys); // get wave resolution int getWaveRes(DivSystem sys); // is channel muted bool isChannelMuted(int chan); // toggle mute void toggleMute(int chan); // toggle solo void toggleSolo(int chan); // set mute status void muteChannel(int chan, bool mute); // get channel name const char* getChannelName(int chan); // get channel short name const char* getChannelShortName(int chan); // get channel max volume int getMaxVolumeChan(int chan); // get max STD volume int getMaxVolume(); // get max STD duty int getMaxDuty(); // get max STD wave int getMaxWave(); // get current order unsigned char getOrder(); // get current row int getRow(); // is playing bool isPlaying(); // add instrument int addInstrument(); // delete instrument void delInstrument(int index); // add wavetable int addWave(); // delete wavetable void delWave(int index); // add sample int addSample(); // add sample from file bool addSampleFromFile(const char* path); // delete sample void delSample(int index); // go to order void setOrder(unsigned char order); // set Hz void setSongRate(int hz, bool pal); // set remaining loops. -1 means loop forever. void setLoops(int loops); // set the audio system. void setAudio(DivAudioEngines which); // set the view mode. void setView(DivStatusView which); // set the console mode. void setConsoleMode(bool enable); // public render samples void renderSamplesP(); // change system void changeSystem(DivSystem which); // init dispatch void initDispatch(); // quit dispatch void quitDispatch(); // initialize the engine. optionally provide an output file name. bool init(String outName=""); // terminate the engine. bool quit(); unsigned char* adpcmMem; DivEngine(): chans(0), playing(false), speedAB(false), endOfSong(false), consoleMode(false), ticks(0), cycles(0), curRow(0), curOrder(0), remainingLoops(-1), nextSpeed(3), clockDrift(0), changeOrd(-1), changePos(0), totalTicks(0), totalCmds(0), lastCmds(0), cmdsPerSecond(0), view(DIV_STATUS_NOTHING), audioEngine(DIV_AUDIO_SDL), bbInLen(0), temp{0,0}, prevSample{0,0}, totalProcessed(0), jediTable(NULL), adpcmMem(NULL) {} }; #endif