The volume keys wanted a partner, and the bass trim could not be one as it stood: it scaled the sample data as it loaded, so by the time anyone pressed a key the audio was already sitting in OpenAL buffers and nothing short of a restart would move it. So the trim is now a per-zone gain applied in the mix instead. Each buffer's depth - how much of the low band it occupies - is still worked out once at load from its playback rate, but the trim itself is read every frame, which is what lets Home and End move it while sounds are playing. It is the better form regardless: no rewriting of sample data, and no quantisation on top of audio that has already been through one gain stage. Home raises, End lowers, in steps of 0.05, and the setting is written to bass.cfg beside the exe exactly as the volume writes volume.cfg. Together with PageUp and PageDown that is the amplifier and the crossover the cabinets had in hardware and a desktop does not. Builds clean, runs, and neither knob fires unprompted. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
190 lines
4.1 KiB
C++
190 lines
4.1 KiB
C++
#pragma once
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#include "..\munga\audlvl.h"
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#include "l4audhdw.h"
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#include "openal/al.h"
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enum SampleChannel
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{
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CHANNEL_LEFT,
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CHANNEL_RIGHT,
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CHANNEL_CENTER
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};
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enum SampleLoop
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{
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LoopAtWill, //Will play once or loop as desired
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ForceStatic, //Plays only once even if looped
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LoopAlways, //Ramp up and then down
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SampleLoopMax
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};
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struct SAMPLEINFO
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{
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int bufferIndex;
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bool implemented;
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const char *file;
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SampleChannel chan;
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SampleLoop loop;
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};
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struct PRESETINFO
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{
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int sampleNum;
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SAMPLEINFO samples[5];
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bool is3d;
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};
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extern PRESETINFO allPresets[2][100];
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//
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// Defined in L4AUDRES.cpp; declared here rather than including that header so
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// the level-of-detail and resource headers stay independent of each other.
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//
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float RPBufferBassGain(int buffer_index);
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bool PRESET_isImplemented(int bank, int preset);
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int PRESET_getNumSamples(int bank, int preset);
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SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd);
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void PRESET_setBufferIndex(int bank, int preset, int sampleInd, int index);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PatchLevelOfDetail ~~~~~~~~~~~~~~~~~~~~~~~~~~
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typedef MIDIValue SBKPatchID;
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typedef MIDIValue SBKBankID;
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class PatchLevelOfDetail:
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public AudioLevelOfDetail
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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PatchLevelOfDetail(PlugStream *stream);
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~PatchLevelOfDetail();
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void PlayNote(SourceSet sourceSet);
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void StopNote(SourceSet sourceSet);
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Logical
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TestInstance() const;
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virtual AudioVoiceCount
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GetVoiceCount()
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{return PRESET_getNumSamples(bankID,patchID);}
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//
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// Gain this zone takes from the Home/End bass trim, 1.0 when untouched.
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//
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float
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GetZoneBassGain(int zone_index)
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{return RPBufferBassGain(
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PRESET_getSampleInfo(bankID,patchID,zone_index).bufferIndex);}
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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void
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SetupPatch(SourceSet sourceSet);
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MIDINRPNValue
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GetMaxMIDIFilterCutoff()
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{return maxMIDIFilterCutoff;}
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private:
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//
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//-----------------------------------------------------------------------
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// Private data
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//-----------------------------------------------------------------------
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//
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SBKBankID
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bankID;
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SBKPatchID
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patchID;
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MIDINRPNValue
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maxMIDIFilterCutoff;
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#ifdef LAB_ONLY
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int
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setupCount;
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#endif
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//
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// Keep table of created patchs to verify that duplicates
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// are not created
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//
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#if DEBUG_LEVEL>0
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static TableOf<PatchLevelOfDetail*, unsigned int>
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patchTableSocket;
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#endif
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PatchResource ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class PatchResource:
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public AudioResource
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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PatchResource(PlugStream *stream);
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~PatchResource();
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void PlayNote(SourceSet sourceSet);
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void StopNote(SourceSet sourceSet);
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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void
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SetupPatch(SourceSet sourceSet);
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//
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// Gain this zone takes from the Home/End bass trim, 1.0 when untouched.
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//
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float
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GetZoneBassGain(int zone_index);
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MIDINRPNValue
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GetMaxMIDIFilterCutoff();
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};
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