Notice that we are calculating release time according to the level when
the note is turned off rather than the sustain level. Naively using the
sustain level gives very long release times if you turn the note off
during attack, whereas this deterministically gives the same release
time.
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.
I say "phony" because it's not actually playing the same frequency
twice, it's just playing the same frequency at a higher volume. We can
properly implement this later but at the moment it'll get in the way of
our ADSR implementation.
Goals:
- Switch to a more typical LibGUI arrangement
- Separate GUI (MainWidget) and audio (AudioEngine)
- Improve on existing features while retaining the same feature set
Improvements:
- Each GUI element is a separate widget
- The wave (WaveWidget) scales with the window
- The piano roll (RollWidget) scales horizontally and scrolls vertically
- The piano (KeysWidget) fits as many notes as possible
- The knobs (KnobsWidget) are now sliders
- All mouse and key events are handled in constant time
- The octave can be changed while playing notes
- The same note can be played with the mouse, keyboard and roll at the
same time, and the volume of the resulting note is scaled accordingly
- Note frequency constants use the maximum precision available in a
double