// See https://github.com/OneLoneCoder/synth #ifndef SYNTH_HPP #define SYNTH_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include namespace Synth { enum eWaveType { OSC_SINE, OSC_SQUARE, OSC_TRIANGLE, OSC_SAW_ANA, OSC_SAW_DIG, OSC_NOISE }; struct sEnvelope { double dAttackTime = 0.0; double dDecayTime = 0.0; double dSustainTime = 1.0; double dReleaseTime = 0.0; double dStartAmplitude = 1.0; double dSustainAmplitude = 1.0; }; struct sTone { eWaveType waveType = OSC_SINE; double dStartFrequency = 440.0; double dEndFrequency = 440.0; double dAmplitude = 1.0; }; //////////////////////////////////////////////////////////// // Converts frequency (Hz) to angular velocity //////////////////////////////////////////////////////////// const double PI = 3.14159265359; double w(const double dHertz) { return dHertz * 2.0 * PI; } //////////////////////////////////////////////////////////// // Multi-Function Oscillator // // This function was mostly "borrowed" from One Lone Coder blog at // wwww.onelonecoder.com // //////////////////////////////////////////////////////////// double osc(double dHertz, double dTime, eWaveType waveType) { switch (waveType) { case OSC_SINE: // Sine wave bewteen -1 and +1 return sin(w(dHertz) * dTime); case OSC_SQUARE: // Square wave between -1 and +1 return sin(w(dHertz) * dTime) > 0 ? 1.0 : -1.0; case OSC_TRIANGLE: // Triangle wave between -1 and +1 return asin(sin(w(dHertz) * dTime)) * (2.0 / PI); case OSC_SAW_ANA: // Saw wave (analogue / warm / slow) { double dOutput = 0.0; // this variable defines warmth, larger the number harsher and more similar do OSC_SAW_DIG sound becomes double dWarmth = 30.0; for (double n = 1.0; n < dWarmth; n++) dOutput += (sin(n * w(dHertz) * dTime)) / n; return dOutput * (2.0 / PI); } case OSC_SAW_DIG: // Saw Wave (optimised / harsh / fast) return (2.0 / PI) * (dHertz * PI * fmod(dTime, 1.0 / dHertz) - (PI / 2.0)); case OSC_NOISE: // Pseudorandom noise return 2.0 * ((double)rand() / (double)RAND_MAX) - 1.0; default: return 0.0; } } //////////////////////////////////////////////////////////// // Amplitude Modulator //////////////////////////////////////////////////////////// double amplitude(double dTime, sEnvelope env) { // double dTimeOn = 0; double dTimeOff = env.dAttackTime + env.dDecayTime + env.dSustainTime; double dAmplitude = 0.0; if (dTime > dTimeOff) // Release phase dAmplitude = ((dTime - dTimeOff) / env.dReleaseTime) * (0.0 - env.dSustainAmplitude) + env.dSustainAmplitude; else if (dTime > (env.dAttackTime + env.dDecayTime)) // Sustain phase dAmplitude = env.dSustainAmplitude; else if (dTime > env.dAttackTime && dTime <= (env.dAttackTime + env.dDecayTime)) // Decay phase dAmplitude = ((dTime - env.dAttackTime) / env.dDecayTime) * (env.dSustainAmplitude - env.dStartAmplitude) + env.dStartAmplitude; else if (dTime <= env.dAttackTime) // Attack phase dAmplitude = (dTime / env.dAttackTime) * env.dStartAmplitude; // Amplitude should not be negative, check just in case if (dAmplitude <= 0.000) dAmplitude = 0.0; return dAmplitude; } //////////////////////////////////////////////////////////// /// \brief Generate sound and store in SoundBuffer /// /// This function uses case-in /// /// \param buffer is address to SoundBuffer where the result will be stored /// \param envelope structure defining the ADSR Envelope /// \param tones vector of tone structures to be stacked /// \param master volume for the volume of sound /// \param sample rate to set quality of sound /// /// \return True if the sound was generate, false if it failed /// //////////////////////////////////////////////////////////// bool generate(sf::SoundBuffer* buffer, sEnvelope env, std::vector tones, unsigned uMasterVol, unsigned uSampleRate) { if (!buffer) return false; // Calculate and allocate buffer double dTotalDuration = env.dAttackTime + env.dDecayTime + env.dSustainTime + env.dReleaseTime; unsigned iBufferSize = unsigned(dTotalDuration * uSampleRate); sf::Int16 * iRaw; iRaw = new sf::Int16[iBufferSize]; // Generate sound double dIncrement = 1.0 / double(uSampleRate); double dTime = 0.0; for (unsigned i = 0; i < iBufferSize; i++) { double signal = 0.0; // Generate multiple tones and stack them together for (sTone t : tones) { double dFrequency = t.dStartFrequency + ((t.dEndFrequency - t.dStartFrequency) * (double(i) / double(iBufferSize))); signal = signal + (osc(dFrequency, dTime, t.waveType) * t.dAmplitude); } // Calculate Amplitude based on ADSR envelope double dEnvelopeAmplitude = amplitude(dTime, env); // Apply master volume, envelope and store to buffer *(iRaw + i) = sf::Int16(uMasterVol * signal * dEnvelopeAmplitude); dTime += dIncrement; } // Load into SFML SoundBuffer bool bSuccess = buffer->loadFromSamples(iRaw, iBufferSize, 1, uSampleRate); delete[] iRaw; return bSuccess; } //////////////////////////////////////////////////////////// /// \brief Generate sound and store in SoundBuffer /// /// This function uses case-in /// /// \param buffer is address to SoundBuffer where the result will be stored /// \param envelope structure defining the ADSR Envelope /// \param tone structure for simple tone definition /// \param master volume for the volume of sound /// \param sample rate to set quality of sound /// /// \return True if the sound was generate, false if it failed /// //////////////////////////////////////////////////////////// bool generate(sf::SoundBuffer* buffer, sEnvelope env, sTone tone, unsigned uMasterVol, unsigned uSampleRate) { std::vector tones; tones.push_back(tone); return generate(buffer, env, tones, uMasterVol, uSampleRate); } } #endif // SYNTH_HPP