ADSR.cxx

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00001 /*
00002  * Copyright (c) 2001-2004 MUSIC TECHNOLOGY GROUP (MTG)
00003  *                         UNIVERSITAT POMPEU FABRA
00004  *
00005  *
00006  * This program is free software; you can redistribute it and/or modify
00007  * it under the terms of the GNU General Public License as published by
00008  * the Free Software Foundation; either version 2 of the License, or
00009  * (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software
00018  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019  *
00020  */
00021 
00022 
00023 #include "ADSR.hxx"
00024 #include "ProcessingFactory.hxx"
00025 
00026 
00027 namespace CLAM
00028 {
00029 
00030 namespace Hidden
00031 {
00032         static const char * metadata[] = {
00033                 "key", "ADSR",
00034                 "category", "Generators",
00035                 "description", "ADSR",
00036                 0
00037         };
00038         static FactoryRegistrator<ProcessingFactory, ADSR> reg = metadata;
00039 }
00040 
00041 void ADSRConfig::DefaultInit(void)
00042 {
00043         AddAttackTime();
00044         AddDecayTime(),
00045         AddSustainLevel();
00046         AddReleaseTime();
00047         AddSampleRate();
00048 
00049         UpdateData();
00050 
00051         SetSampleRate( 8000 );
00052 }
00053 
00054 ADSR::ADSR()
00055         : mOutput("Audio Output",this)
00056         , mAmplitude( "Amplitude", this, &ADSR::UpdateAmp )
00057         , mAmpValue(0)
00058         , mLevel(0)
00059         , mDLevel(0)
00060         , mStatus(Done)
00061         , mState( "State", this )
00062 {
00063         ADSRConfig cfg;
00064 
00065         Configure( cfg );
00066 }
00067 
00068 ADSR::ADSR( const ADSRConfig& cfg )
00069         : mOutput("Audio Output",this)
00070         , mAmplitude("Amplitude",this, &ADSR::UpdateAmp )
00071         , mAmpValue(0)
00072         , mLevel(0)
00073         , mDLevel(0)
00074         , mStatus(Done)
00075         , mState( "State", this )
00076 {
00077         Configure( cfg );
00078 }
00079 
00080 bool ADSR::ConcreteConfigure( const ProcessingConfig& c )
00081 {
00082         CopyAsConcreteConfig(mConfig, c);
00083 
00084         mAttackTime = mConfig.GetAttackTime();
00085         mDecayTime = mConfig.GetDecayTime();
00086         mSustainLevel = mConfig.GetSustainLevel();
00087         mReleaseTime = mConfig.GetReleaseTime();
00088         mSamplingRate = mConfig.GetSampleRate();
00089 
00090         return true;
00091 }
00092 
00093 void ADSR::HandleAttack(void)
00094 {
00095         mStatus = Attack;
00096         mLevel = 0;
00097         mDLevel = mAmpValue / ( mAttackTime * mSamplingRate );
00098 }
00099 
00100 void ADSR::HandleDecay(void)
00101 {
00102         mStatus = Decay;
00103         mDLevel = ( mSustainLevel * mAmpValue - mAmpValue ) / ( mDecayTime * mSamplingRate ) ;
00104 }
00105 
00106 void ADSR::HandleRelease(void)
00107 {
00108         mStatus = Release;
00109         mDLevel = - mLevel / ( mReleaseTime * mSamplingRate );
00110 }
00111 
00112 bool ADSR::Do( Audio& out)
00113 {
00114 /*** this is the "clean" version:
00115 
00116         TData* ptr = out.GetBuffer().GetPtr();
00117 
00118         for ( int i = 0; i < out.GetSize() ; i++ )
00119         {
00120                 (*ptr++) = mLevel ;
00121                 mLevel += mDLevel ;
00122 
00123                 if ( ( mStatus == Attack ) && ( mLevel >= mAmpValue ) )
00124                 {
00125                         mStatus = Decay ;
00126                         HandleDecay();
00127                 }
00128                 else if ( ( mStatus == Decay ) && ( mLevel <= mSustainLevel ) )
00129                 {
00130                         mStatus = Sustain ;
00131                         mDLevel = 0 ;
00132                 }
00133                 else if ( ( mStatus == Release ) && ( mLevel <= 0 ) )
00134                 {
00135                         mDLevel = 0;
00136                         mLevel = 0;
00137                         mStatus = Done;
00138                 }
00139         }
00140 */
00141 
00142 /*
00143  the following does the same, but more efficient, by moving part of the conditions
00144  outside of the for loop
00145 */
00146 
00147         TData* ptr = out.GetBuffer().GetPtr();
00148         TData* endptr = ptr+out.GetSize();
00149 
00150         if (mStatus==Attack)
00151         {
00152                 while ( ptr!=endptr )
00153                 {
00154                         (*ptr++) = mLevel ;
00155                         mLevel += mDLevel ;
00156 
00157                         if (mLevel >= mAmpValue)
00158                         {
00159                                 mStatus = Decay ;
00160                                 HandleDecay();
00161                                 break;
00162                         }
00163                 }
00164         }
00165         if (mStatus==Decay)
00166         {
00167                 while ( ptr!=endptr )
00168                 {
00169                         (*ptr++) = mLevel ;
00170                         mLevel += mDLevel ;
00171 
00172                         if (mLevel <= mSustainLevel )
00173                         {
00174                                 mStatus = Sustain ;
00175                                 mDLevel = 0 ;
00176                                 break;
00177                         }
00178                 }
00179         }
00180         if (mStatus==Sustain)
00181         {
00182                 while ( ptr!=endptr )
00183                 {
00184                         (*ptr++) = mLevel ;
00185                 }
00186         }
00187         if (mStatus==Release)
00188         {
00189                 while ( ptr!=endptr )
00190                 {
00191                         (*ptr++) = mLevel ;
00192                         mLevel += mDLevel ;
00193                         
00194                         if (mLevel <=0 )
00195                         {
00196                                 mDLevel = 0;
00197                                 mLevel = 0;
00198                                 mStatus = Done;
00199                                 break;
00200                         }
00201                 }
00202         }
00203         if (mStatus==Done)
00204         {
00205                 while ( ptr!=endptr )
00206                 {
00207                         (*ptr++) = 0 ;
00208                 }
00209         }
00210 
00211         UpdateState();
00212 
00213         return true;
00214         
00215 }
00216 
00217 bool ADSR::Do()
00218 {       
00219         bool res = false;
00220         res = Do(mOutput.GetAudio());
00221         mOutput.Produce();
00222         return res;
00223 
00224 
00225 }
00226 
00227 }
00228 

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