- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In

particular, this meant that every channel was almost certainly in mono mode,
  which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
  need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
  shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
  of the new wave data uninitialized.


SVN r903 (trunk)
This commit is contained in:
Randy Heit 2008-04-12 05:04:37 +00:00
parent 1809870824
commit 0d18580ff0
14 changed files with 181 additions and 102 deletions

View File

@ -1,4 +1,13 @@
April 11, 2008
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,

View File

@ -71,7 +71,6 @@ EXTERN_CVAR (Color, am_wallcolor)
EXTERN_CVAR (Color, am_fdwallcolor)
EXTERN_CVAR (Color, am_cdwallcolor)
EXTERN_CVAR (Float, spc_amp)
EXTERN_CVAR (Bool, snd_midiprecache)
FString WeaponSection;
@ -306,7 +305,11 @@ void FGameConfigFile::DoGlobalSetup ()
}
if (last < 207)
{ // Now that snd_midiprecache works again, you probably don't want it on.
snd_midiprecache = false;
FBaseCVar *precache = FindCVar ("snd_midiprecache", NULL);
if (precache != NULL)
{
precache->ResetToDefault();
}
}
}
}

View File

@ -112,7 +112,7 @@ public:
virtual bool FakeVolume() = 0;
virtual bool Pause(bool paused) = 0;
virtual bool NeedThreadedCallback() = 0;
virtual void PrecacheInstruments(const BYTE *instruments, int count);
virtual void PrecacheInstruments(const WORD *instruments, int count);
};
// WinMM implementation of a MIDI output device -----------------------------
@ -138,7 +138,7 @@ public:
bool FakeVolume();
bool NeedThreadedCallback();
bool Pause(bool paused);
void PrecacheInstruments(const BYTE *instruments, int count);
void PrecacheInstruments(const WORD *instruments, int count);
protected:
static void CALLBACK CallbackFunc(HMIDIOUT, UINT, DWORD_PTR, DWORD, DWORD);
@ -230,7 +230,7 @@ public:
bool FakeVolume();
bool Pause(bool paused);
bool NeedThreadedCallback();
void PrecacheInstruments(const BYTE *instruments, int count);
void PrecacheInstruments(const WORD *instruments, int count);
protected:
static bool FillStream(SoundStream *stream, void *buff, int len, void *userdata);

View File

@ -766,14 +766,17 @@ void MIDISong2::SetTempo(int new_tempo)
void MIDISong2::Precache()
{
int i, j;
// This array keeps track of instruments that are used. The first 128
// entries are for melodic instruments. The second 128 are for
// percussion.
BYTE found_instruments[256] = { 0, };
BYTE found_banks[256] = { 0, };
bool multiple_banks = false;
int i, j;
DoRestart();
found_banks[0] = true; // Bank 0 is always used.
found_banks[128] = true;
for (i = 0; i < NumTracks; ++i)
{
TrackInfo *track = &Tracks[i];
@ -786,20 +789,20 @@ void MIDISong2::Precache()
ev = track->TrackBegin[track->TrackP++];
command = ev & 0xF0;
if (command == MIDI_SYSEX || command == MIDI_SYSEXEND)
{
len = track->ReadVarLen();
track->TrackP += len;
}
else if (command == MIDI_META)
if (ev == MIDI_META)
{
track->TrackP++;
len = track->ReadVarLen();
track->TrackP += len;
}
else if ((command & 0xF0) == 0xF0)
else if (ev == MIDI_SYSEX || ev == MIDI_SYSEXEND)
{
track->TrackP += CommonLengths[ev & 0xF];
len = track->ReadVarLen();
track->TrackP += len;
}
else if (command == 0xF0)
{
track->TrackP += CommonLengths[ev & 0x0F];
}
else
{
@ -821,27 +824,62 @@ void MIDISong2::Precache()
}
if (channel != 9 && command == (MIDI_PRGMCHANGE & 0x70))
{
found_instruments[data1 & 127] = 1;
found_instruments[data1 & 127] = true;
}
else if (channel == 9 && command == (MIDI_PRGMCHANGE & 0x70) && data1 != 0)
{ // On a percussion channel, program change also serves as bank select.
multiple_banks = true;
found_banks[data1 | 128] = true;
}
else if (channel == 9 && command == (MIDI_NOTEON & 0x70) && data2 != 0)
{
found_instruments[data1 | 128] = 1;
found_instruments[data1 | 128] = true;
}
else if (command == (MIDI_CTRLCHANGE & 0x70) && data1 == 0 && data2 != 0)
{
multiple_banks = true;
if (channel == 9)
{
found_banks[data2 | 128] = true;
}
else
{
found_banks[data2 & 127] = true;
}
}
track->ReadVarLen(); // Skip delay.
}
track->ReadVarLen(); // Skip delay.
}
}
DoRestart();
// Now pack everything into a contiguous region for the PrecacheInstruments call().
for (i = j = 0; i < 256; ++i)
TArray<WORD> packed;
for (i = 0; i < 256; ++i)
{
if (found_instruments[i])
{
found_instruments[j++] = i;
WORD packnum = (i & 127) | ((i & 128) << 7);
if (!multiple_banks)
{
packed.Push(packnum);
}
else
{ // In order to avoid having to multiplex tracks in a type 1 file,
// precache every used instrument in every used bank, even if not
// all combinations are actually used.
for (j = 0; j < 128; ++j)
{
if (found_banks[j + (i & 128)])
{
packed.Push(packnum | (j << 7));
}
}
}
}
}
MIDI->PrecacheInstruments(found_instruments, j);
MIDI->PrecacheInstruments(&packed[0], packed.Size());
}
//==========================================================================

View File

@ -733,12 +733,13 @@ MIDIDevice::~MIDIDevice()
// If the device can benefit from preloading the instruments, it can do so
// now.
//
// For each entry, bit 7 set indicates that the instrument is percussion and
// the lower 7 bits contain the note number to use on MIDI channel 10,
// otherwise it is melodic and the lower 7 bits are the program number.
// Each entry is packed as follows:
// Bits 0- 6: Instrument number
// Bits 7-13: Bank number
// Bit 14: Select drum set if 1, tone bank if 0
//
//==========================================================================
void MIDIDevice::PrecacheInstruments(const BYTE *instruments, int count)
void MIDIDevice::PrecacheInstruments(const WORD *instruments, int count)
{
}

View File

@ -189,19 +189,20 @@ bool MUSSong2::CheckDone()
void MUSSong2::Precache()
{
BYTE *work = (BYTE *)alloca(MusHeader->NumInstruments);
const WORD *used = (WORD *)MusHeader + sizeof(MUSHeader) / 2;
WORD *work = (WORD *)alloca(MusHeader->NumInstruments * sizeof(WORD));
const WORD *used = (WORD *)MusHeader + sizeof(MUSHeader) / sizeof(WORD);
int i, j;
for (i = j = 0; i < MusHeader->NumInstruments; ++i)
{
if (used[i] < 128)
WORD instr = LittleShort(used[i]);
if (instr < 128)
{
work[j++] = (BYTE)used[i];
work[j++] = instr;
}
else if (used[i] >= 135 && used[i] <= 181)
{ // Percussions are 100-based, not 128-based, eh?
work[j++] = used[i] - 100 + 128;
work[j++] = instr - 100 + (1 << 14);
}
}
MIDI->PrecacheInstruments(&work[0], j);

View File

@ -345,17 +345,18 @@ bool TimidityMIDIDevice::Pause(bool paused)
//
// TimidityMIDIDevice :: PrecacheInstruments
//
// For each entry, bit 7 set indicates that the instrument is percussion and
// the lower 7 bits contain the note number to use on MIDI channel 10,
// otherwise it is melodic and the lower 7 bits are the program number.
// Each entry is packed as follows:
// Bits 0- 6: Instrument number
// Bits 7-13: Bank number
// Bit 14: Select drum set if 1, tone bank if 0
//
//==========================================================================
void TimidityMIDIDevice::PrecacheInstruments(const BYTE *instruments, int count)
void TimidityMIDIDevice::PrecacheInstruments(const WORD *instruments, int count)
{
for (int i = 0; i < count; ++i)
{
Renderer->MarkInstrument(0, instruments[i] >> 7, instruments[i] & 127);
Renderer->MarkInstrument((instruments[i] >> 7) & 127, instruments[i] >> 14, instruments[i] & 127);
}
Renderer->load_missing_instruments();
}

View File

@ -209,9 +209,10 @@ void WinMIDIDevice::Stop()
//
// WinMIDIDevice :: PrecacheInstruments
//
// For each entry, bit 7 set indicates that the instrument is percussion and
// the lower 7 bits contain the note number to use on MIDI channel 10,
// otherwise it is melodic and the lower 7 bits are the program number.
// Each entry is packed as follows:
// Bits 0- 6: Instrument number
// Bits 7-13: Bank number
// Bit 14: Select drum set if 1, tone bank if 0
//
// My old GUS PnP needed the instruments to be preloaded, or it would miss
// some notes the first time through the song. I doubt any modern
@ -221,7 +222,7 @@ void WinMIDIDevice::Stop()
//
//==========================================================================
void WinMIDIDevice::PrecacheInstruments(const BYTE *instruments, int count)
void WinMIDIDevice::PrecacheInstruments(const WORD *instruments, int count)
{
// Setting snd_midiprecache to false disables this precaching, since it
// does involve sleeping for more than a miniscule amount of time.
@ -229,14 +230,31 @@ void WinMIDIDevice::PrecacheInstruments(const BYTE *instruments, int count)
{
return;
}
for (int i = 0, chan = 0; i < count; ++i)
BYTE bank[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
int i, chan;
for (i = 0, chan = 0; i < count; ++i)
{
if (instruments[i] & 0x80)
{ // Percussion
int instr = instruments[i] & 127;
int banknum = (instruments[i] >> 7) & 127;
int percussion = instruments[i] >> 14;
if (percussion)
{
if (bank[9] != banknum)
{
midiOutShortMsg((HMIDIOUT)MidiOut, MIDI_CTRLCHANGE | 9 | (0 << 8) | (banknum << 16));
bank[9] = banknum;
}
midiOutShortMsg((HMIDIOUT)MidiOut, MIDI_NOTEON | 9 | ((instruments[i] & 0x7f) << 8) | (1 << 16));
}
else
{ // Melodic
if (bank[chan] != banknum)
{
midiOutShortMsg((HMIDIOUT)MidiOut, MIDI_CTRLCHANGE | 9 | (0 << 8) | (banknum << 16));
bank[chan] = banknum;
}
midiOutShortMsg((HMIDIOUT)MidiOut, MIDI_PRGMCHANGE | chan | (instruments[i] << 8));
midiOutShortMsg((HMIDIOUT)MidiOut, MIDI_NOTEON | chan | (60 << 8) | (1 << 16));
if (++chan == 9)
@ -258,6 +276,14 @@ void WinMIDIDevice::PrecacheInstruments(const BYTE *instruments, int count)
// And now chan is back at 0, ready to start the cycle over.
}
}
// Make sure all channels are set back to bank 0.
for (i = 0; i < 16; ++i)
{
if (bank[i] != 0)
{
midiOutShortMsg((HMIDIOUT)MidiOut, MIDI_CTRLCHANGE | 9 | (0 << 8) | (0 << 16));
}
}
}
//==========================================================================

View File

@ -106,20 +106,9 @@ static void free_bank(int dr, int b)
}
int convert_envelope_rate_attack(Renderer *song, BYTE rate, BYTE fastness)
{
int r;
r = 3 - ((rate>>6) & 0x3);
r *= 3;
r = (int)(rate & 0x3f) << r; /* 6.9 fixed point */
/* 15.15 fixed point. */
return int(((r * 44100) / song->rate) * song->control_ratio) << 10;
}
int convert_envelope_rate(Renderer *song, BYTE rate)
{
#if 1
int r;
r = 3 - ((rate>>6) & 0x3);
@ -127,8 +116,12 @@ int convert_envelope_rate(Renderer *song, BYTE rate)
r = (int)(rate & 0x3f) << r; /* 6.9 fixed point */
/* 15.15 fixed point. */
return int(((r * 44100) / song->rate) * song->control_ratio)
<< ((song->fast_decay) ? 10 : 9);
return int(((r * 44100) / song->rate) * song->control_ratio) << ((song->fast_decay) ? 10 : 9);
#else
double frameadd = (double)(rate & 63) / (double)(1 << (3 * (rate >> 6)));
double realadd = (frameadd * 19293 / song->rate) * (1 << 15) * song->control_ratio;
return (int)realadd;
#endif
}
int convert_envelope_offset(BYTE offset)
@ -238,11 +231,11 @@ static InstrumentLayer *load_instrument(Renderer *song, const char *name, int fo
if (noluck)
{
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL, "Instrument `%s' can't be found.", name);
cmsg(CMSG_ERROR, VERB_NORMAL, "Instrument `%s' can't be found.", name);
return 0;
}
/*song->ctl->cmsg(CMSG_INFO, VERB_NOISY, "Loading instrument %s", current_filename);*/
/*cmsg(CMSG_INFO, VERB_NOISY, "Loading instrument %s", current_filename);*/
/* Read some headers and do cursory sanity checks. There are loads
of magic offsets. This could be rewritten... */
@ -252,7 +245,7 @@ static InstrumentLayer *load_instrument(Renderer *song, const char *name, int fo
memcmp(tmp, "GF1PATCH100\0ID#000002", 22))) /* don't know what the
differences are */
{
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL, "%s: not an instrument", name);
cmsg(CMSG_ERROR, VERB_NORMAL, "%s: not an instrument", name);
return 0;
}
@ -293,13 +286,13 @@ static InstrumentLayer *load_instrument(Renderer *song, const char *name, int fo
if (tmp[82] != 1 && tmp[82] != 0) /* instruments. To some patch makers, 0 means 1 */
{
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL, "Can't handle patches with %d instruments", tmp[82]);
cmsg(CMSG_ERROR, VERB_NORMAL, "Can't handle patches with %d instruments", tmp[82]);
return 0;
}
if (tmp[151] != 1 && tmp[151] != 0) /* layers. What's a layer? */
{
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL, "Can't handle instruments with %d layers", tmp[151]);
cmsg(CMSG_ERROR, VERB_NORMAL, "Can't handle instruments with %d layers", tmp[151]);
return 0;
}
@ -364,7 +357,7 @@ static InstrumentLayer *load_instrument(Renderer *song, const char *name, int fo
ip->right_sample = NULL;
}
song->ctl->cmsg(CMSG_INFO, VERB_NOISY, "%s%s[%d,%d] %s(%d-%d layer %d of %d)",
cmsg(CMSG_INFO, VERB_NOISY, "%s%s[%d,%d] %s(%d-%d layer %d of %d)",
(percussion)? " ":"", name,
(percussion)? note_to_use : gm_num, bank,
(right_samples)? "(2) " : "",
@ -432,7 +425,7 @@ static InstrumentLayer *load_instrument(Renderer *song, const char *name, int fo
if (1 != fread(&fractions, 1, 1, fp))
{
fail:
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL, "Error reading sample %d", i);
cmsg(CMSG_ERROR, VERB_NORMAL, "Error reading sample %d", i);
if (stereo_layer == 1)
{
for (j = 0; j < i; j++)
@ -505,14 +498,14 @@ fail:
sp->tremolo_sweep_increment = 0;
sp->tremolo_phase_increment = 0;
sp->tremolo_depth = 0;
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " * no tremolo");
cmsg(CMSG_INFO, VERB_DEBUG, " * no tremolo");
}
else
{
sp->tremolo_sweep_increment = convert_tremolo_sweep(song, tmp[12]);
sp->tremolo_phase_increment = convert_tremolo_rate(song, tmp[13]);
sp->tremolo_depth = tmp[14];
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG,
cmsg(CMSG_INFO, VERB_DEBUG,
" * tremolo: sweep %d, phase %d, depth %d",
sp->tremolo_sweep_increment, sp->tremolo_phase_increment,
sp->tremolo_depth);
@ -523,14 +516,14 @@ fail:
sp->vibrato_sweep_increment = 0;
sp->vibrato_control_ratio = 0;
sp->vibrato_depth = 0;
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " * no vibrato");
cmsg(CMSG_INFO, VERB_DEBUG, " * no vibrato");
}
else
{
sp->vibrato_control_ratio = convert_vibrato_rate(song, tmp[16]);
sp->vibrato_sweep_increment= convert_vibrato_sweep(song, tmp[15], sp->vibrato_control_ratio);
sp->vibrato_depth = tmp[17];
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG,
cmsg(CMSG_INFO, VERB_DEBUG,
" * vibrato: sweep %d, ctl %d, depth %d",
sp->vibrato_sweep_increment, sp->vibrato_control_ratio,
sp->vibrato_depth);
@ -571,14 +564,14 @@ fail:
if ((strip_loop == 1) &&
(sp->modes & (MODES_SUSTAIN | MODES_LOOPING | MODES_PINGPONG | MODES_REVERSE)))
{
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " - Removing loop and/or sustain");
cmsg(CMSG_INFO, VERB_DEBUG, " - Removing loop and/or sustain");
sp->modes &=~(MODES_SUSTAIN | MODES_LOOPING | MODES_PINGPONG | MODES_REVERSE);
}
if (strip_envelope == 1)
{
if (sp->modes & MODES_ENVELOPE)
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " - Removing envelope");
cmsg(CMSG_INFO, VERB_DEBUG, " - Removing envelope");
sp->modes &= ~MODES_ENVELOPE;
}
else if (strip_envelope != 0)
@ -588,7 +581,7 @@ fail:
{
/* No loop? Then what's there to sustain? No envelope needed either... */
sp->modes &= ~(MODES_SUSTAIN|MODES_ENVELOPE);
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG,
cmsg(CMSG_INFO, VERB_DEBUG,
" - No loop, removing sustain and envelope");
}
else if (!memcmp(tmp, "??????", 6) || tmp[11] >= 100)
@ -596,7 +589,7 @@ fail:
/* Envelope rates all maxed out? Envelope end at a high "offset"?
That's a weird envelope. Take it out. */
sp->modes &= ~MODES_ENVELOPE;
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " - Weirdness, removing envelope");
cmsg(CMSG_INFO, VERB_DEBUG, " - Weirdness, removing envelope");
}
else if (!(sp->modes & MODES_SUSTAIN))
{
@ -605,7 +598,7 @@ fail:
envelope either... at least the Gravis ones. They're mostly
drums. I think. */
sp->modes &= ~MODES_ENVELOPE;
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " - No sustain, removing envelope");
cmsg(CMSG_INFO, VERB_DEBUG, " - No sustain, removing envelope");
}
}
@ -613,8 +606,7 @@ fail:
for (j = ATTACK; j < DELAY; j++)
{
sp->envelope_rate[j] =
(j < 3) ? convert_envelope_rate_attack(song, tmp[j], 11) : convert_envelope_rate(song, tmp[j]);
sp->envelope_rate[j] = convert_envelope_rate(song, tmp[j]);
sp->envelope_offset[j] = convert_envelope_offset(tmp[6+j]);
}
if (sf2flag)
@ -663,7 +655,7 @@ fail:
/* The GUS apparently plays reverse loops by reversing the
whole sample. We do the same because the GUS does not SUCK. */
song->ctl->cmsg(CMSG_WARNING, VERB_NORMAL, "Reverse loop in %s", name);
cmsg(CMSG_WARNING, VERB_NORMAL, "Reverse loop in %s", name);
reverse_data((sample_t *)sp->data, 0, sp->data_length);
sp->data[sp->data_length] = sp->data[sp->data_length - 1];
@ -699,7 +691,7 @@ fail:
maxamp = a;
}
sp->volume = 1 / maxamp;
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " * volume comp: %f", sp->volume);
cmsg(CMSG_INFO, VERB_DEBUG, " * volume comp: %f", sp->volume);
#else
sp->volume = 1;
#endif
@ -722,7 +714,7 @@ fail:
if (strip_tail == 1)
{
/* Let's not really, just say we did. */
song->ctl->cmsg(CMSG_INFO, VERB_DEBUG, " - Stripping tail");
cmsg(CMSG_INFO, VERB_DEBUG, " - Stripping tail");
sp->data_length = sp->loop_end;
}
} /* end of sample loop */
@ -839,7 +831,7 @@ static int fill_bank(Renderer *song, int dr, int b)
ToneBank *bank = ((dr) ? drumset[b] : tonebank[b]);
if (bank == NULL)
{
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL,
cmsg(CMSG_ERROR, VERB_NORMAL,
"Huh. Tried to load instruments in non-existent %s %d",
(dr) ? "drumset" : "tone bank", b);
return 0;
@ -855,7 +847,7 @@ static int fill_bank(Renderer *song, int dr, int b)
}
if (bank->tone[i].name.IsEmpty())
{
song->ctl->cmsg(CMSG_WARNING, (b!=0) ? VERB_VERBOSE : VERB_NORMAL,
cmsg(CMSG_WARNING, (b!=0) ? VERB_VERBOSE : VERB_NORMAL,
"No instrument mapped to %s %d, program %d%s",
(dr)? "drum set" : "tone bank", b, i,
(b!=0) ? "" : " - this instrument will not be heard");
@ -901,7 +893,7 @@ static int fill_bank(Renderer *song, int dr, int b)
bank->tone[i].sf_ix
)))
{
song->ctl->cmsg(CMSG_ERROR, VERB_NORMAL,
cmsg(CMSG_ERROR, VERB_NORMAL,
"Couldn't load instrument %s (%s %d, program %d)",
bank->tone[i].name,
(dr)? "drum set" : "tone bank", b, i);

View File

@ -105,10 +105,8 @@ static int update_envelope(Voice *v)
{
v->envelope_volume += v->envelope_increment;
/* Why is there no ^^ operator?? */
if (((v->envelope_increment < 0) &&
(v->envelope_volume <= v->envelope_target)) ||
((v->envelope_increment > 0) &&
(v->envelope_volume >= v->envelope_target)))
if (((v->envelope_increment < 0) && (v->envelope_volume <= v->envelope_target)) ||
((v->envelope_increment > 0) && (v->envelope_volume >= v->envelope_target)))
{
v->envelope_volume = v->envelope_target;
if (recompute_envelope(v))

View File

@ -247,6 +247,9 @@ void Renderer::reset_controllers(int c)
channel[c].sustain = 0;
channel[c].pitchbend = 0x2000;
channel[c].pitchfactor = 0; /* to be computed */
channel[c].mono = 0;
channel[c].rpn = RPN_RESET;
channel[c].nrpn = RPN_RESET;
channel[c].reverberation = 0;
channel[c].chorusdepth = 0;
@ -880,7 +883,7 @@ void Renderer::start_note(int ch, int this_note, int this_velocity, int i)
ip = lp->instrument;
if (ip->type == INST_GUS && ip->samples != 1)
{
ctl->cmsg(CMSG_WARNING, VERB_VERBOSE,
cmsg(CMSG_WARNING, VERB_VERBOSE,
"Strange: percussion instrument with %d samples!", ip->samples);
}
@ -1257,7 +1260,7 @@ void Renderer::note_off(int chan, int note, int vel)
void Renderer::all_notes_off(int c)
{
int i = voices;
ctl->cmsg(CMSG_INFO, VERB_DEBUG, "All notes off on channel %d", c);
cmsg(CMSG_INFO, VERB_DEBUG, "All notes off on channel %d", c);
while (i--)
{
if (voice[i].status == VOICE_ON && voice[i].channel == c)

View File

@ -553,8 +553,8 @@ void pre_resample(Renderer *song, Sample *sp)
{
"C", "C#", "D", "D#", "E", "F", "F#", "G", "G#", "A", "A#", "B"
};
return;
song->ctl->cmsg(CMSG_INFO, VERB_NOISY, " * pre-resampling for note %d (%s%d)",
cmsg(CMSG_INFO, VERB_NOISY, " * pre-resampling for note %d (%s%d)",
sp->note_to_use,
note_name[sp->note_to_use % 12], (sp->note_to_use & 0x7F) / 12);
@ -565,9 +565,9 @@ return;
if (newlen < 0 || (newlen >> FRACTION_BITS) > MAX_SAMPLE_SIZE)
return;
dest = newdata = (sample_t *)safe_malloc(newlen >> (FRACTION_BITS - 2));
count = newlen >> FRACTION_BITS;
dest = newdata = (sample_t *)safe_malloc(count * sizeof(float));
count = (newlen >> FRACTION_BITS) - 1;
ofs = incr = (sp->data_length - (1 << FRACTION_BITS)) / count;
if (--count)

View File

@ -404,7 +404,6 @@ int LoadConfig()
Renderer::Renderer(float sample_rate)
{
ctl = new ControlMode;
rate = sample_rate;
patches = NULL;
default_instrument = NULL;
@ -420,7 +419,7 @@ Renderer::Renderer(float sample_rate)
if (def_instr_name.IsNotEmpty())
set_default_instrument(def_instr_name);
voices = DEFAULT_VOICES;
voices = MAX_VOICES;//DEFAULT_VOICES;
memset(voice, 0, sizeof(voice));
memset(drumvolume, 0, sizeof(drumvolume));
memset(drumpanpot, 0, sizeof(drumpanpot));
@ -502,12 +501,25 @@ void Renderer::MarkInstrument(int banknum, int percussion, int instr)
}
}
ControlMode::~ControlMode()
{
}
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
void ControlMode::cmsg(int type, int verbosity_level, const char *fmt, ...)
void cmsg(int type, int verbosity_level, const char *fmt, ...)
{
#ifdef _WIN32
char buf[1024];
va_list args;
va_start(args, fmt);
vsprintf(buf, fmt, args);
va_end(args);
size_t l = strlen(buf);
buf[l] = '\n';
buf[l+1] = '\0';
OutputDebugString(buf);
#endif
}
}

View File

@ -205,11 +205,7 @@ controls.h
#define VERB_DEBUG 3
#define VERB_DEBUG_SILLY 4
struct ControlMode
{
virtual ~ControlMode();
void cmsg(int type, int verbosity_level, const char *fmt, ...);
};
void cmsg(int type, int verbosity_level, const char *fmt, ...);
/*
@ -522,7 +518,6 @@ extern ToneBank *drumset[MAXBANK];
struct Renderer
{
ControlMode *ctl;
float rate;
DLS_Data *patches;
InstrumentLayer *default_instrument;