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/*
* Copyright (c) 2021-2022, kleines Filmröllchen <filmroellchen@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Function.h>
#include <AK/Noncopyable.h>
#include <AK/RefCounted.h>
#include <AK/RefPtr.h>
#include <AK/StdLibExtras.h>
#include <AK/String.h>
#include <AK/Types.h>
#include <LibDSP/Music.h>
#include <LibDSP/ProcessorParameter.h>
#include <LibDSP/Transport.h>
namespace DSP {
// A processor processes notes or audio into notes or audio. Processors are e.g. samplers, synthesizers, effects, arpeggiators etc.
class Processor : public RefCounted<Processor> {
public:
virtual ~Processor() = default;
void process(Signal const& input_signal, Signal& output_signal)
{
VERIFY(input_signal.type() == m_input_type);
process_impl(input_signal, output_signal);
VERIFY(output_signal.type() == m_output_type);
}
SignalType input_type() const { return m_input_type; }
SignalType output_type() const { return m_output_type; }
Vector<ProcessorParameter&>& parameters() { return m_parameters; }
Vector<ProcessorParameter&> const& parameters() const { return m_parameters; }
private:
SignalType const m_input_type;
SignalType const m_output_type;
protected:
Processor(NonnullRefPtr<Transport> transport, SignalType input_type, SignalType output_type)
: m_input_type(input_type)
, m_output_type(output_type)
, m_transport(move(transport))
{
}
virtual void process_impl(Signal const& input_signal, Signal& output_signal) = 0;
NonnullRefPtr<Transport> m_transport;
Vector<ProcessorParameter&> m_parameters;
};
// A common type of processor that changes audio data, i.e. applies an effect to it.
class EffectProcessor : public Processor {
protected:
EffectProcessor(NonnullRefPtr<Transport> transport)
: Processor(transport, SignalType::Sample, SignalType::Sample)
{
}
};
// A common type of processor that synthesizes audio from note data.
class SynthesizerProcessor : public Processor {
protected:
SynthesizerProcessor(NonnullRefPtr<Transport> transport)
: Processor(transport, SignalType::Note, SignalType::Sample)
{
}
};
}
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