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https://github.com/RGBCube/serenity
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Piano: Make decay more accurate
1. Make decay sample-granular rather than buffer-granular You only have ~43 buffers per second which can make a jagged signal. 2. Calculate decay in milliseconds Decay is supposed to be a time value.
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44c81ee9db
commit
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3 changed files with 21 additions and 12 deletions
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@ -31,6 +31,7 @@
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AudioEngine::AudioEngine()
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{
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set_decay(0);
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}
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AudioEngine::~AudioEngine()
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@ -45,6 +46,11 @@ void AudioEngine::fill_buffer(FixedArray<Sample>& buffer)
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for (size_t note = 0; note < note_count; ++note) {
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if (!m_note_on[note])
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continue;
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m_power[note] -= m_decay_step;
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if (m_power[note] < 0)
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m_power[note] = 0;
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double val = 0;
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switch (m_wave) {
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case Wave::Sine:
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@ -70,16 +76,6 @@ void AudioEngine::fill_buffer(FixedArray<Sample>& buffer)
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buffer[i].right = buffer[i].left;
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}
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if (m_decay) {
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for (size_t note = 0; note < note_count; ++note) {
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if (m_note_on[note]) {
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m_power[note] -= m_decay / 100.0;
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if (m_power[note] < 0)
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m_power[note] = 0;
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}
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}
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}
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if (m_delay) {
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if (m_delay_buffers.size() >= m_delay) {
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auto to_blend = m_delay_buffers.dequeue();
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@ -201,10 +197,22 @@ void AudioEngine::set_wave(Direction direction)
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}
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}
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static inline double calculate_step(double distance, int milliseconds)
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{
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if (milliseconds == 0)
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return distance;
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constexpr double samples_per_millisecond = sample_rate / 1000.0;
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double samples = milliseconds * samples_per_millisecond;
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double step = distance / samples;
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return step;
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}
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void AudioEngine::set_decay(int decay)
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{
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ASSERT(decay >= 0);
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m_decay = decay;
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m_decay_step = calculate_step(1, m_decay);
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}
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void AudioEngine::set_delay(int delay)
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