kopia lustrzana https://github.com/jameshball/osci-render
Add animation in Effect
rodzic
08458a4251
commit
7b38df4031
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@ -1,30 +1,79 @@
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#include "Effect.h"
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#include <numbers>
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Effect::Effect(std::shared_ptr<EffectApplication> effectApplication, std::vector<EffectParameter*> parameters) : effectApplication(effectApplication), parameters(parameters), enabled(nullptr) {
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smoothValues = std::vector<double>(parameters.size(), 0.0);
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actualValues = std::vector<double>(parameters.size(), 0.0);
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}
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Effect::Effect(std::shared_ptr<EffectApplication> effectApplication, EffectParameter* parameter) : Effect(effectApplication, std::vector<EffectParameter*>{parameter}) {}
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Effect::Effect(std::function<Vector2(int, Vector2, const std::vector<double>&, double)> application, std::vector<EffectParameter*> parameters) : application(application), parameters(parameters), enabled(nullptr) {
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smoothValues = std::vector<double>(parameters.size(), 0.0);
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actualValues = std::vector<double>(parameters.size(), 0.0);
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}
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Effect::Effect(std::function<Vector2(int, Vector2, const std::vector<double>&, double)> application, EffectParameter* parameter) : Effect(application, std::vector<EffectParameter*>{parameter}) {}
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Vector2 Effect::apply(int index, Vector2 input) {
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for (int i = 0; i < parameters.size(); i++) {
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double weight = parameters[i]->smoothValueChange ? 0.0005 : 1.0;
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smoothValues[i] = (1.0 - weight) * smoothValues[i] + weight * parameters[i]->getValueUnnormalised();
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}
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animateValues();
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if (application) {
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return application(index, input, smoothValues, sampleRate);
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return application(index, input, actualValues, sampleRate);
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} else if (effectApplication != nullptr) {
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return effectApplication->apply(index, input, smoothValues, sampleRate);
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return effectApplication->apply(index, input, actualValues, sampleRate);
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}
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return input;
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}
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void Effect::animateValues() {
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for (int i = 0; i < parameters.size(); i++) {
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auto parameter = parameters[i];
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float minValue = parameter->min;
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float maxValue = parameter->max;
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float phase = nextPhase(parameter);
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float percentage = phase / (2 * std::numbers::pi);
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switch ((int) parameter->lfo->getValueUnnormalised()) {
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case static_cast<int>(LfoType::Sine):
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actualValues[i] = std::sin(phase) * 0.5 + 0.5;
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actualValues[i] = actualValues[i] * (maxValue - minValue) + minValue;
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break;
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case static_cast<int>(LfoType::Square):
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actualValues[i] = (percentage < 0.5) ? maxValue : minValue;
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break;
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case static_cast<int>(LfoType::Seesaw):
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// modified sigmoid function
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actualValues[i] = (percentage < 0.5) ? percentage * 2 : (1 - percentage) * 2;
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actualValues[i] = 1 / (1 + std::exp(-16 * (actualValues[i] - 0.5)));
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actualValues[i] = actualValues[i] * (maxValue - minValue) + minValue;
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break;
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case static_cast<int>(LfoType::Triangle):
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actualValues[i] = (percentage < 0.5) ? percentage * 2 : (1 - percentage) * 2;
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actualValues[i] = actualValues[i] * (maxValue - minValue) + minValue;
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break;
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case static_cast<int>(LfoType::Sawtooth):
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actualValues[i] = percentage * (maxValue - minValue) + minValue;
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break;
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case static_cast<int>(LfoType::ReverseSawtooth):
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actualValues[i] = (1 - percentage) * (maxValue - minValue) + minValue;
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break;
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default:
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double weight = parameter->smoothValueChange ? 0.0005 : 1.0;
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actualValues[i] = (1.0 - weight) * actualValues[i] + weight * parameter->getValueUnnormalised();
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break;
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}
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}
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}
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// should only be the audio thread calling this, but either way it's not a big deal
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float Effect::nextPhase(EffectParameter* parameter) {
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parameter->phase += parameter->lfoRate->getValueUnnormalised() / sampleRate;
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if (parameter->phase > 1) {
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parameter->phase -= 1;
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}
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return parameter->phase * 2 * std::numbers::pi;
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}
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void Effect::apply() {
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apply(0, Vector2());
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}
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@ -14,6 +14,7 @@ public:
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Effect(std::function<Vector2(int, Vector2, const std::vector<double>&, double)> application, EffectParameter* parameter);
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Vector2 apply(int index, Vector2 input);
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void apply();
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double getValue(int index);
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double getValue();
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@ -33,11 +34,13 @@ public:
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private:
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juce::SpinLock listenerLock;
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std::vector<double> smoothValues;
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double frequency = 1.0;
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std::vector<double> actualValues;
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int precedence = -1;
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int sampleRate = 192000;
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std::function<Vector2(int, Vector2, const std::vector<double>&, double)> application;
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std::shared_ptr<EffectApplication> effectApplication;
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void animateValues();
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float nextPhase(EffectParameter* parameter);
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};
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@ -222,6 +222,7 @@ public:
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std::atomic<bool> smoothValueChange = true;
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IntParameter* lfo = new IntParameter(name + " LFO", id + "Lfo", 1, 1, 8);
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FloatParameter* lfoRate = new FloatParameter(name + " LFO Rate", id + "LfoRate", 1.0f, 0.0f, 100.0f, 0.1f, "Hz");
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std::atomic<float> phase = 0.0f;
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std::vector<juce::AudioProcessorParameter*> getParameters() {
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return { this, lfo, lfoRate };
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