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mirror of https://github.com/cookiengineer/audacity synced 2025-07-29 23:19:28 +02:00
audacity/src/effects/EffectManager.cpp
lllucius 6ecf2e38e9 Separate power button and playing state
This will allow the power button to function independently
of the actual playback state.  It also gets rid of the whole
"Bypass" folderol.
2014-12-13 18:24:11 +00:00

807 lines
22 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
EffectManager.cpp
Audacity(R) is copyright (c) 1999-2008 Audacity Team.
License: GPL v2. See License.txt.
**********************************************************************/
#include "../Audacity.h"
#include <wx/msgdlg.h>
#include <wx/stopwatch.h>
#include <wx/tokenzr.h>
#include "../Experimental.h"
#if defined(EXPERIMENTAL_EFFECTS_RACK)
#include "EffectRack.h"
#endif
#include "EffectManager.h"
// ============================================================================
//
// Create singleton and return reference
//
// (Thread-safe...no active threading during construction or after destruction)
// ============================================================================
EffectManager & EffectManager::Get()
{
static EffectManager em;
return em;
}
EffectManager::EffectManager()
{
#ifdef EFFECT_CATEGORIES
mCategories = new CategoryMap();
mRootCategories = new CategorySet();
mUnsorted = new EffectSet();
// Create effect category graph. These categories and relationships
// are taken from revision 2 of lv2.ttl, loaders for other plugin systems
// (such as LADSPA/LRDF) should map their categories to these ones when
// applicable. Individual LADSPA/LRDF and LV2 plugins can add new
// categories and make them subcategories of the existing ones, but not
// add subcategory relationships between these categories.
//
// We need some persistent, global identifiers for categories - LRDF
// and LV2 uses URI strings so we do that too. The URIs here are the
// same ones as in lv2.ttl. Category identifiers in other plugin systems
// must be mapped to URIs by their loaders.
#define LV2PREFIX "http://lv2plug.in/ns/lv2core#"
typedef EffectCategory* CatPtr;
CatPtr gen = AddCategory(wxT(LV2PREFIX) wxT("GeneratorPlugin"),
_("Generator"));
CatPtr inst = AddCategory(wxT(LV2PREFIX) wxT("InstrumentPlugin"),
/* i18n-hint: (noun).*/
_("Instrument"));
CatPtr osc = AddCategory(wxT(LV2PREFIX) wxT("OscillatorPlugin"),
_("Oscillator"));
CatPtr util = AddCategory(wxT(LV2PREFIX) wxT("UtilityPlugin"),
_("Utility"));
CatPtr conv = AddCategory(wxT(LV2PREFIX) wxT("ConverterPlugin"),
_("Converter"));
CatPtr anal = AddCategory(wxT(LV2PREFIX) wxT("AnalyserPlugin"),
_("Analyser"));
CatPtr mix = AddCategory(wxT(LV2PREFIX) wxT("MixerPlugin"),
_("Mixer"));
CatPtr sim = AddCategory(wxT(LV2PREFIX) wxT("SimulatorPlugin"),
_("Simulator"));
CatPtr del = AddCategory(wxT(LV2PREFIX) wxT("DelayPlugin"),
_("Delay"));
CatPtr mod = AddCategory(wxT(LV2PREFIX) wxT("ModulatorPlugin"),
_("Modulator"));
CatPtr rev = AddCategory(wxT(LV2PREFIX) wxT("ReverbPlugin"),
_("Reverb"));
CatPtr phas = AddCategory(wxT(LV2PREFIX) wxT("PhaserPlugin"),
_("Phaser"));
CatPtr flng = AddCategory(wxT(LV2PREFIX) wxT("FlangerPlugin"),
_("Flanger"));
CatPtr chor = AddCategory(wxT(LV2PREFIX) wxT("ChorusPlugin"),
_("Chorus"));
CatPtr flt = AddCategory(wxT(LV2PREFIX) wxT("FilterPlugin"),
_("Filter"));
CatPtr lp = AddCategory(wxT(LV2PREFIX) wxT("LowpassPlugin"),
_("Lowpass"));
CatPtr bp = AddCategory(wxT(LV2PREFIX) wxT("BandpassPlugin"),
_("Bandpass"));
CatPtr hp = AddCategory(wxT(LV2PREFIX) wxT("HighpassPlugin"),
_("Highpass"));
CatPtr comb = AddCategory(wxT(LV2PREFIX) wxT("CombPlugin"),
_("Comb"));
CatPtr alp = AddCategory(wxT(LV2PREFIX) wxT("AllpassPlugin"),
_("Allpass"));
CatPtr eq = AddCategory(wxT(LV2PREFIX) wxT("EQPlugin"),
_("Equaliser"));
CatPtr peq = AddCategory(wxT(LV2PREFIX) wxT("ParaEQPlugin"),
_("Parametric"));
CatPtr meq = AddCategory(wxT(LV2PREFIX) wxT("MultiEQPlugin"),
_("Multiband"));
CatPtr spec = AddCategory(wxT(LV2PREFIX) wxT("SpectralPlugin"),
_("Spectral Processor"));
CatPtr ptch = AddCategory(wxT(LV2PREFIX) wxT("PitchPlugin"),
_("Pitch Shifter"));
CatPtr amp = AddCategory(wxT(LV2PREFIX) wxT("AmplifierPlugin"),
_("Amplifier"));
CatPtr dist = AddCategory(wxT(LV2PREFIX) wxT("DistortionPlugin"),
_("Distortion"));
CatPtr shp = AddCategory(wxT(LV2PREFIX) wxT("WaveshaperPlugin"),
_("Waveshaper"));
CatPtr dyn = AddCategory(wxT(LV2PREFIX) wxT("DynamicsPlugin"),
_("Dynamics Processor"));
CatPtr cmp = AddCategory(wxT(LV2PREFIX) wxT("CompressorPlugin"),
_("Compressor"));
CatPtr exp = AddCategory(wxT(LV2PREFIX) wxT("ExpanderPlugin"),
_("Expander"));
CatPtr lim = AddCategory(wxT(LV2PREFIX) wxT("LimiterPlugin"),
_("Limiter"));
CatPtr gate = AddCategory(wxT(LV2PREFIX) wxT("GatePlugin"),
_("Gate"));
AddCategoryParent(inst, gen);
AddCategoryParent(osc, gen);
AddCategoryParent(conv, util);
AddCategoryParent(anal, util);
AddCategoryParent(mix, util);
AddCategoryParent(rev, sim);
AddCategoryParent(rev, del);
AddCategoryParent(phas, mod);
AddCategoryParent(flng, mod);
AddCategoryParent(chor, mod);
AddCategoryParent(lp, flt);
AddCategoryParent(bp, flt);
AddCategoryParent(hp, flt);
AddCategoryParent(comb, flt);
AddCategoryParent(alp, flt);
AddCategoryParent(eq, flt);
AddCategoryParent(peq, eq);
AddCategoryParent(meq, eq);
AddCategoryParent(ptch, spec);
AddCategoryParent(shp, dist);
AddCategoryParent(cmp, dyn);
AddCategoryParent(exp, dyn);
AddCategoryParent(lim, dyn);
AddCategoryParent(gate, dyn);
// We also add a couple of categories for internal use. These are not
// in lv2.ttl.
#define ATEAM "http://audacityteam.org/namespace#"
CatPtr nrm = AddCategory(wxT(ATEAM) wxT("NoiseRemoval"),
_("Noise Removal"));
CatPtr pnt = AddCategory(wxT(ATEAM) wxT("PitchAndTempo"),
_("Pitch and Tempo"));
CatPtr tim = AddCategory(wxT(ATEAM) wxT("TimelineChanger"),
_("Timeline Changer"));
CatPtr aTim = AddCategory(wxT(ATEAM) wxT("TimeAnalyser"),
_("Time"));
CatPtr onst = AddCategory(wxT(ATEAM) wxT("OnsetDetector"),
_("Onsets"));
AddCategoryParent(nrm, util);
AddCategoryParent(tim, util);
AddCategoryParent(aTim, anal);
AddCategoryParent(onst, aTim);
// We freeze the internal subcategory relations between the categories
// added so far so LADSPA/LRDF or other category systems don't ruin
// our hierarchy.
FreezeCategories();
#endif
#if defined(EXPERIMENTAL_REALTIME_EFFECTS)
mRealtimeLock.Enter();
mRealtimeActive = false;
mRealtimeSuspended = true;
mRealtimeLatency = 0;
mRealtimeLock.Leave();
#endif
#if defined(EXPERIMENTAL_EFFECTS_RACK)
mRack = NULL;
#endif
}
EffectManager::~EffectManager()
{
#ifdef EFFECT_CATEGORIES
CategoryMap::iterator i;
for (i = mCategories->begin(); i != mCategories->end(); ++i)
delete i->second;
delete mUnsorted;
delete mRootCategories;
delete mCategories;
#endif
#if defined(EXPERIMENTAL_EFFECTS_RACK)
// wxWidgets has already destroyed the rack since it was derived from wxFrame. So
// no need to delete it here.
#endif
EffectMap::iterator iter = mEffects.begin();
while (iter != mEffects.end())
{
delete iter->second;
iter++;
}
}
void EffectManager::RegisterEffect(IdentInterface *p, Effect *f, int NewFlags)
{
f->SetEffectID(mNumEffects++);
if( NewFlags != 0)
{
f->SetEffectFlags( NewFlags );
}
PluginManager::Get().RegisterEffectPlugin(p, f);
mEffects[f->GetID()] = f;
}
void EffectManager::RegisterEffect(Effect *f, int NewFlags)
{
f->SetEffectID(mNumEffects++);
if( NewFlags != 0)
{
f->SetEffectFlags( NewFlags );
}
// This will go away after all effects have been converted
mEffects[PluginManager::Get().RegisterLegacyEffectPlugin(f)] = f;
#ifdef EFFECT_CATEGORIES
// Add the effect in the right categories
std::set<wxString> catUris = f->GetEffectCategories();
bool oneValid = false;
std::set<wxString>::const_iterator iter;
for (iter = catUris.begin(); iter != catUris.end(); ++iter) {
EffectCategory* cat = LookupCategory(*iter);
if (cat != 0) {
cat->AddEffect(f);
oneValid = true;
}
}
if (!oneValid)
mUnsorted->insert(f);
#endif
}
void EffectManager::UnregisterEffects()
{
#ifdef EFFECT_CATEGORIES
mUnsorted->clear();
CategoryMap::iterator iter;
for (iter = mCategories->begin(); iter != mCategories->end(); ++iter)
iter->second->mEffects.clear();
#endif
}
bool EffectManager::DoEffect(const PluginID & ID,
wxWindow *parent,
int flags,
double projectRate,
TrackList *list,
TrackFactory *factory,
SelectedRegion *selectedRegion,
wxString params)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return false;
}
#if defined(EXPERIMENTAL_REALTIME_EFFECTS) && defined(EXPERIMENTAL_EFFECTS_RACK)
if (effect->SupportsRealtime())
{
GetRack()->Add(effect);
}
#endif
return effect->DoEffect(parent,
flags,
projectRate,
list,
factory,
selectedRegion,
params);
}
wxString EffectManager::GetEffectName(const PluginID & ID)
{
return PluginManager::Get().GetName(ID);
}
wxString EffectManager::GetEffectIdentifier(const PluginID & ID)
{
wxString name = (PluginManager::Get().GetName(ID));
// Get rid of leading and trailing white space
name.Trim(true).Trim(false);
if (name == wxEmptyString)
{
return name;
}
wxStringTokenizer st(name, wxT(" "));
wxString id;
// CamelCase the name
while (st.HasMoreTokens())
{
wxString tok = st.GetNextToken();
id += tok.Left(1).MakeUpper() + tok.Mid(1).MakeLower();
}
return id;
}
wxString EffectManager::GetEffectDescription(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (effect)
{
return effect->GetEffectDescription();
}
return wxEmptyString;
}
bool EffectManager::SupportsAutomation(const PluginID & ID)
{
const PluginDescriptor *plug = PluginManager::Get().GetPlugin(ID);
if (plug)
{
return plug->IsEffectAutomatable();
}
return false;
}
wxString EffectManager::GetEffectParameters(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (effect)
{
wxString parms;
effect->GetAutomationParameters(parms);
return parms;
}
return wxEmptyString;
}
bool EffectManager::SetEffectParameters(const PluginID & ID, const wxString & params)
{
Effect *effect = GetEffect(ID);
if (effect)
{
return effect->SetAutomationParameters(params);
}
return false;
}
bool EffectManager::PromptUser(const PluginID & ID, wxWindow *parent)
{
Effect *effect = GetEffect(ID);
bool result = false;
if (effect)
{
result = effect->PromptUser(parent, true);
}
return result;
}
#if defined(EXPERIMENTAL_EFFECTS_RACK)
EffectRack *EffectManager::GetRack()
{
if (!mRack)
{
mRack = new EffectRack();
mRack->CenterOnParent();
}
return mRack;
}
void EffectManager::ShowRack()
{
GetRack()->Show(!GetRack()->IsShown());
}
void EffectManager::RealtimeSetEffects(const EffectArray & effects)
{
int newCount = (int) effects.GetCount();
Effect **newEffects = new Effect *[newCount];
for (int i = 0; i < newCount; i++)
{
newEffects[i] = effects[i];
}
// Block RealtimeProcess()
RealtimeSuspend();
// Tell any effects no longer in the chain to clean up
for (int i = 0; i < mRealtimeCount; i++)
{
Effect *e = mRealtimeEffects[i];
// Scan the new chain for the effect
for (int j = 0; j < newCount; j++)
{
// Found it so we're done
if (e == newEffects[j])
{
e = NULL;
break;
}
}
// Must not have been in the new chain, so tell it to cleanup
if (e && mRealtimeActive)
{
e->RealtimeFinalize();
}
}
// Tell any new effects to get ready
for (int i = 0; i < newCount; i++)
{
Effect *e = newEffects[i];
// Scan the old chain for the effect
for (int j = 0; j < mRealtimeCount; j++)
{
// Found it so tell effect to get ready
if (e == mRealtimeEffects[j])
{
e = NULL;
}
}
// Must not have been in the old chain, so tell it to initialize
if (e && mRealtimeActive)
{
e->RealtimeInitialize();
}
}
// Get rid of the old chain
if (mRealtimeEffects)
{
delete [] mRealtimeEffects;
}
// And install the new one
mRealtimeEffects = newEffects;
mRealtimeCount = newCount;
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
#endif
#if defined(EXPERIMENTAL_REALTIME_EFFECTS)
bool EffectManager::RealtimeIsActive()
{
return mRealtimeEffects.GetCount() != 0;
}
bool EffectManager::RealtimeIsSuspended()
{
return mRealtimeSuspended;
}
void EffectManager::RealtimeAddEffect(Effect *effect)
{
// Block RealtimeProcess()
RealtimeSuspend();
// Add to list of active effects
mRealtimeEffects.Add(effect);
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
void EffectManager::RealtimeRemoveEffect(Effect *effect)
{
// Block RealtimeProcess()
RealtimeSuspend();
// Remove from list of active effects
mRealtimeEffects.Remove(effect);
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
#endif
void EffectManager::RealtimeInitialize()
{
// No need to do anything if there are no effects
if (mRealtimeEffects.IsEmpty())
{
return;
}
// The audio thread should not be running yet, but protect anyway
RealtimeSuspend();
// RealtimeSetEffects() needs to know when we're active so it can
// initialize newly added effects
mRealtimeActive = true;
// Tell each effect to get ready for action
for (int i = 0, cnt = mRealtimeEffects.GetCount(); i < cnt; i++)
{
mRealtimeEffects[i]->RealtimeInitialize();
}
// Get things moving
RealtimeResume();
}
void EffectManager::RealtimeFinalize()
{
// Make sure nothing is going on
RealtimeSuspend();
// It is now safe to clean up
mRealtimeLatency = 0;
// Tell each effect to clean up as well
for (int i = 0, cnt = mRealtimeEffects.GetCount(); i < cnt; i++)
{
mRealtimeEffects[i]->RealtimeFinalize();
}
mRealtimeActive = false;
}
void EffectManager::RealtimeSuspend()
{
mRealtimeLock.Enter();
// Already suspended...bail
if (mRealtimeSuspended)
{
mRealtimeLock.Leave();
return;
}
// Show that we aren't going to be doing anything
mRealtimeSuspended = true;
// And make sure the effects don't either
for (int i = 0, cnt = mRealtimeEffects.GetCount(); i < cnt; i++)
{
mRealtimeEffects[i]->RealtimeSuspend();
}
mRealtimeLock.Leave();
}
void EffectManager::RealtimeResume()
{
mRealtimeLock.Enter();
// Already running...bail
if (!mRealtimeSuspended)
{
mRealtimeLock.Leave();
return;
}
// Tell the effects to get ready for more action
for (int i = 0, cnt = mRealtimeEffects.GetCount(); i < cnt; i++)
{
mRealtimeEffects[i]->RealtimeResume();
}
// And we should too
mRealtimeSuspended = false;
mRealtimeLock.Leave();
}
//
// This will be called in a different thread than the main GUI thread.
//
sampleCount EffectManager::RealtimeProcess(int group, int chans, float rate, float **buffers, sampleCount numSamples)
{
// Protect ourselves from the main thread
mRealtimeLock.Enter();
// Can be suspended because of the audio stream being paused or because effects
// have been suspended, so allow the samples to pass as-is.
if (mRealtimeSuspended || mRealtimeEffects.IsEmpty())
{
mRealtimeLock.Leave();
return numSamples;
}
// Remember when we started so we can calculate the amount of latency we
// are introducing
wxMilliClock_t start = wxGetLocalTimeMillis();
// Allocate the in/out buffer arrays
float **ibuf = (float **) alloca(chans * sizeof(float *));
float **obuf = (float **) alloca(chans * sizeof(float *));
// And populate the input with the buffers we've been given while allocating
// new output buffers
for (int i = 0; i < chans; i++)
{
ibuf[i] = buffers[i];
obuf[i] = (float *) alloca(numSamples * sizeof(float));
}
// Now call each effect in the chain while swapping buffer pointers to feed the
// output of one effect as the input to the next effect
size_t called = 0;
for (size_t i = 0, cnt = mRealtimeEffects.GetCount(); i < cnt; i++)
{
if (mRealtimeEffects[i]->IsRealtimeActive())
{
mRealtimeEffects[i]->RealtimeProcess(group, chans, rate, ibuf, obuf, numSamples);
called++;
}
for (int j = 0; j < chans; j++)
{
float *temp;
temp = ibuf[j];
ibuf[j] = obuf[j];
obuf[j] = temp;
}
}
// Once we're done, we might wind up with the last effect storing its results
// in the temporary buffers. If that's the case, we need to copy it over to
// the caller's buffers. This happens when the number of effects proccessed
// is odd.
if (called & 1)
{
for (int i = 0; i < chans; i++)
{
memcpy(buffers[i], ibuf[i], numSamples * sizeof(float));
}
}
// Remember the latency
mRealtimeLatency = (int) (wxGetLocalTimeMillis() - start).GetValue();
mRealtimeLock.Leave();
//
// This is wrong...needs to handle tails
//
return numSamples;
}
int EffectManager::GetRealtimeLatency()
{
return mRealtimeLatency;
}
Effect *EffectManager::GetEffect(const PluginID & ID)
{
Effect *effect;
// TODO: This is temporary and should be redone when all effects are converted
if (mEffects.find(ID) == mEffects.end())
{
effect = new Effect();
if (effect)
{
// This will instantiate the effect client if it hasn't already been done
EffectClientInterface *client = dynamic_cast<EffectClientInterface *>(PluginManager::Get().GetInstance(ID));
if (client && effect->Startup(client))
{
effect->SetEffectID(mNumEffects++);
mEffects[ID] = effect;
return effect;
}
delete effect;
}
wxMessageBox(wxString::Format(_("Attempting to initialize the following effect failed:\n\n%s\n\nMore information may be available in Help->Show Log"),
PluginManager::Get().GetName(ID).c_str()),
_("Effect failed to initialize"));
return NULL;
}
return mEffects[ID];
}
const PluginID & EffectManager::GetEffectByIdentifier(const wxString & strTarget)
{
static PluginID empty;
if (strTarget == wxEmptyString) // set GetEffectIdentifier to wxT("") to not show an effect in Batch mode
{
return empty;
}
PluginManager & pm = PluginManager::Get();
const PluginDescriptor *plug = pm.GetFirstPlugin(PluginTypeEffect);
while (plug)
{
if (GetEffectIdentifier(plug->GetID()).IsSameAs(strTarget))
{
return plug->GetID();
}
plug = pm.GetNextPlugin(PluginTypeEffect);
}
return empty;;
}
#ifdef EFFECT_CATEGORIES
EffectCategory* EffectManager::AddCategory(const wxString& URI,
const wxString& name) {
CategoryMap::const_iterator iter = mCategories->find(URI);
if (iter != mCategories->end())
return iter->second;
EffectCategory* cat = new EffectCategory(URI, name);
mCategories->insert(std::make_pair(URI, cat));
mRootCategories->insert(cat);
return cat;
}
EffectCategory* EffectManager::LookupCategory(const wxString& URI) {
CategoryMap::const_iterator iter = mCategories->find(URI);
if (iter != mCategories->end())
return iter->second;
return 0;
}
bool EffectManager::AddCategoryParent(EffectCategory* child,
EffectCategory* parent) {
bool result = child->AddParent(parent);
if (!result)
return false;
CategorySet::iterator iter = mRootCategories->find(child);
if (iter != mRootCategories->end())
mRootCategories->erase(iter);
return true;
}
void EffectManager::FreezeCategories() {
CategoryMap::iterator iter;
for (iter = mCategories->begin(); iter != mCategories->end(); ++iter)
iter->second->FreezeParents();
}
const CategorySet& EffectManager::GetRootCategories() const {
return *mRootCategories;
}
EffectSet EffectManager::GetUnsortedEffects(int flags) const {
if (flags == ALL_EFFECTS)
return *mUnsorted;
EffectSet result;
EffectSet::const_iterator iter;
for (iter = mUnsorted->begin(); iter != mUnsorted->end(); ++iter) {
int g = (*iter)->GetEffectFlags();
if ((flags & g) == g)
result.insert(*iter);
}
return result;
}
#endif