/*(LGPL) --------------------------------------------------------------------------- a_channel.h - Audio Engine high level control abstraction --------------------------------------------------------------------------- * Copyright (C) 2001, 2002, David Olofson * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 2.1 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #ifndef _A_CHANNEL_H_ #define _A_CHANNEL_H_ #include "a_globals.h" #include "a_types.h" #include "a_voice.h" /*---------------------------------------------------------- Audio Group (Abstraction for group control) ----------------------------------------------------------*/ typedef struct audio_group_t { int changed; accbank_t ctl; } audio_group_t; /*---------------------------------------------------------- Audio Channel (Abstraction for channel control) ----------------------------------------------------------*/ typedef struct audio_channel_t { audio_voice_t *voices; /* For "real" voices only */ int playing; /* # of "voices" playing */ accbank_t rctl; /* Raw controls */ accbank_t ctl; /* Transformed controls */ /* Event Control */ aev_port_t port; /* Event input port */ patch_closure_t closure; /* Per-channel data for patch */ } audio_channel_t; /*---------------------------------------------------------- Audio Channel Event Interface ------------------------------------------------------------ * These events are passed through the channel management * code of the engine, where they are transformed through * the groups. Then they're passed on directly to the patch * plugins for custom processing. * * Notes: * * The rctl array (raw controls) is kept up to date * by the engine. * * * The ctl array (transformed controls) must be * updated by the patch plugin as it receives the * corresponding events. * * * For things to work properly, patch plugins must * remove all events for each frame processed. * * * Tags passed to CE_CONTROL[2] can be any positive * value including 0. Negative values are reserved * for special uses: -1 means "all voices", whereas * -2 means "new voices only"; ie -2 will cause no * other action than updating the channel control * values. */ typedef enum channel_events_t { CE_START = 0, /* arg1 = tag, arg2 = pitch, arg3 = velocity */ CE_STOP, /* arg1 = tag, arg2 = velocity */ CE_CONTROL /* arg1 = tag, index = ctl, arg2 = value */ } channel_events_t; /* * Inline interface for sending the above events... */ static inline aev_event_t *ce_start_i(audio_channel_t *c, Uint16 delay, int tag, int pitch, int velocity) { aev_event_t *ev = aev_new(); if(!ev) return NULL; ev->type = CE_START; ev->frame = delay + aev_timer; ev->arg1 = tag; ev->arg2 = pitch; ev->arg3 = velocity; aev_insert(&c->port, ev); return ev; } static inline aev_event_t *ce_stop_i(audio_channel_t *c, Uint16 delay, int tag, int velocity) { aev_event_t *ev = aev_new(); if(!ev) return NULL; ev->type = CE_STOP; ev->frame = delay + aev_timer; ev->arg1 = tag; ev->arg2 = velocity; aev_insert(&c->port, ev); return ev; } static inline aev_event_t *ce_control_i(audio_channel_t *c, Uint16 delay, int tag, Uint8 ctl, int value) { aev_event_t *ev = aev_new(); if(!ev) return NULL; ev->type = CE_CONTROL; ev->frame = delay + aev_timer; ev->arg1 = tag; ev->index = ctl; ev->arg2 = value; aev_insert(&c->port, ev); return ev; } /* * Fast, non-sorting versions. */ static inline aev_event_t *ce_start(audio_channel_t *c, Uint16 delay, int tag, int pitch, int velocity) { aev_event_t *ev = aev_new(); if(!ev) return NULL; ev->type = CE_START; ev->frame = delay + aev_timer; ev->arg1 = tag; ev->arg2 = pitch; ev->arg3 = velocity; aev_write(&c->port, ev); return ev; } static inline aev_event_t *ce_stop(audio_channel_t *c, Uint16 delay, int tag, int velocity) { aev_event_t *ev = aev_new(); if(!ev) return NULL; ev->type = CE_STOP; ev->frame = delay + aev_timer; ev->arg1 = tag; ev->arg2 = velocity; aev_write(&c->port, ev); return ev; } static inline aev_event_t *ce_control(audio_channel_t *c, Uint16 delay, int tag, Uint8 ctl, int value) { aev_event_t *ev = aev_new(); if(!ev) return NULL; ev->type = CE_CONTROL; ev->frame = delay + aev_timer; ev->arg1 = tag; ev->index = ctl; ev->arg2 = value; aev_write(&c->port, ev); return ev; } /* * Brutally stop all voices on all channels. * * (Obviously, any other method is better - short of * crashing the engine, perhaps... ;-) */ void channel_stop_all(void); /* * Process events and patch plugins for all channels. */ void channel_process_all(unsigned frames); void audio_channel_open(void); void audio_channel_close(void); /*---------------------------------------------------------- Voice allocation stuff ----------------------------------------------------------*/ /* Link voice 'v' to channel 'c'. */ static inline void chan_link_voice(audio_channel_t *c, audio_voice_t *v) { v->next = c->voices; if(v->next) v->next->prev = v; v->prev = NULL; v->channel = c; c->voices = v; } /* Unlink voice 'v' from channel 'c'. */ static inline void chan_unlink_voice(audio_voice_t *v) { if(v->prev) { v->prev->next = v->next; if(v->next) v->next->prev = v->prev; } else { v->channel->voices = v->next; if(v->next) v->next->prev = NULL; } v->channel = NULL; } static inline audio_voice_t *chan_get_first_voice(audio_channel_t *c) { return c->voices; } static inline audio_voice_t *chan_get_next_voice(audio_voice_t *v) { return v->next; } #endif /*_A_CHANNEL_H_*/