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audacity/src/effects/EffectManager.cpp
Paul Licameli 906e55f047 Experimental.h in all .h or .cpp files that directly use EXPERIMENTALs...
... except Audacity.h; and in no others.

Do so even if Experimental.h gets multiply included, as in both the .h and
.cpp files.

This makes it easier to do a text scan to be sure there are no unintended quiet
changes of meaning because of omission of Experimental.h when the flag is
an enabled one.

Also move inclusions of Experimental.h earlier.

Also don't require Experimental.h to be preceded by Audacity.h to define
EXPERIMENTAL_MIDI_OUT correctly.
2019-03-17 22:54:00 -04:00

972 lines
23 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
EffectManager.cpp
Audacity(R) is copyright (c) 1999-2008 Audacity Team.
License: GPL v2. See License.txt.
******************************************************************//**
\class EffectManager
\brief EffectManager is the class that handles effects and effect categories.
It maintains a graph of effect categories and subcategories,
registers and unregisters effects and can return filtered lists of
effects.
*//*******************************************************************/
#include "../Audacity.h"
#include "../Experimental.h"
#include <algorithm>
#include <wx/stopwatch.h>
#include <wx/tokenzr.h>
#include "../widgets/ErrorDialog.h"
#if defined(EXPERIMENTAL_EFFECTS_RACK)
#include "EffectRack.h"
#endif
#include "EffectManager.h"
#include "../Shuttle.h"
#include "../commands/Command.h"
#include "../commands/CommandContext.h"
#include "../PluginManager.h"
/*******************************************************************************
Creates a singleton and returns reference
(Thread-safe...no active threading during construction or after destruction)
*******************************************************************************/
EffectManager & EffectManager::Get()
{
static EffectManager em;
return em;
}
EffectManager::EffectManager()
{
mRealtimeLock.Enter();
mRealtimeActive = false;
mRealtimeSuspended = true;
mRealtimeLatency = 0;
mRealtimeLock.Leave();
mSkipStateFlag = false;
#if defined(EXPERIMENTAL_EFFECTS_RACK)
mRack = NULL;
#endif
}
EffectManager::~EffectManager()
{
#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
}
// Here solely for the purpose of Nyquist Workbench until
// a better solution is devised.
const PluginID & EffectManager::RegisterEffect(Effect *f)
{
const PluginID & ID = PluginManager::Get().RegisterPlugin(f, PluginTypeEffect);
mEffects[ID] = f;
return ID;
}
// Here solely for the purpose of Nyquist Workbench until
// a better solution is devised.
void EffectManager::UnregisterEffect(const PluginID & ID)
{
PluginID id = ID;
PluginManager::Get().UnregisterPlugin(id);
mEffects.erase(id);
}
bool EffectManager::DoEffect(const PluginID & ID,
wxWindow *parent,
double projectRate,
TrackList *list,
TrackFactory *factory,
SelectedRegion *selectedRegion,
bool shouldPrompt /* = true */)
{
this->SetSkipStateFlag(false);
Effect *effect = GetEffect(ID);
if (!effect)
{
return false;
}
#if defined(EXPERIMENTAL_EFFECTS_RACK)
if (effect->SupportsRealtime())
{
GetRack()->Add(effect);
}
#endif
bool res = effect->DoEffect(parent,
projectRate,
list,
factory,
selectedRegion,
shouldPrompt);
return res;
}
bool EffectManager::DoAudacityCommand(const PluginID & ID,
const CommandContext &context,
wxWindow *parent,
bool shouldPrompt /* = true */)
{
this->SetSkipStateFlag(false);
AudacityCommand *command = GetAudacityCommand(ID);
if (!command)
{
return false;
}
bool res = command->DoAudacityCommand(parent, context, shouldPrompt);
return res;
}
ComponentInterfaceSymbol EffectManager::GetCommandSymbol(const PluginID & ID)
{
return PluginManager::Get().GetSymbol(ID);
}
wxString EffectManager::GetCommandName(const PluginID & ID)
{
return GetCommandSymbol(ID).Translation();
}
wxString EffectManager::GetEffectFamilyName(const PluginID & ID)
{
auto effect = GetEffect(ID);
if (effect)
return effect->GetFamily().Translation();
return {};
}
wxString EffectManager::GetVendorName(const PluginID & ID)
{
auto effect = GetEffect(ID);
if (effect)
return effect->GetVendor().Translation();
return {};
}
CommandID EffectManager::GetCommandIdentifier(const PluginID & ID)
{
wxString name = PluginManager::Get().GetSymbol(ID).Internal();
// Get rid of leading and trailing white space
name.Trim(true).Trim(false);
if (name.empty())
{
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::GetCommandDescription(const PluginID & ID)
{
if (GetEffect(ID))
return wxString::Format(_("Applied effect: %s"), GetCommandName(ID));
if (GetAudacityCommand(ID))
return wxString::Format(_("Applied command: %s"), GetCommandName(ID));
return wxEmptyString;
}
wxString EffectManager::GetCommandUrl(const PluginID & ID)
{
Effect* pEff = GetEffect(ID);
if( pEff )
return pEff->ManualPage();
AudacityCommand * pCom = GetAudacityCommand(ID);
if( pCom )
return pCom->ManualPage();
return wxEmptyString;
}
wxString EffectManager::GetCommandTip(const PluginID & ID)
{
Effect* pEff = GetEffect(ID);
if( pEff )
return pEff->GetDescription();
AudacityCommand * pCom = GetAudacityCommand(ID);
if( pCom )
return pCom->GetDescription();
return wxEmptyString;
}
void EffectManager::GetCommandDefinition(const PluginID & ID, const CommandContext & context, int flags)
{
ComponentInterface *command;
command = GetEffect(ID);
if( !command )
command = GetAudacityCommand( ID );
if( !command )
return;
ShuttleParams NullShuttle;
// Test if it defines any parameters at all.
bool bHasParams = command->DefineParams( NullShuttle );
if( (flags ==0) && !bHasParams )
return;
// This is capturing the output context into the shuttle.
ShuttleGetDefinition S( *context.pOutput.get()->mStatusTarget.get() );
S.StartStruct();
S.AddItem( GetCommandIdentifier( ID ), "id" );
S.AddItem( GetCommandName( ID ), "name" );
if( bHasParams ){
S.StartField( "params" );
S.StartArray();
command->DefineParams( S );
S.EndArray();
S.EndField();
}
S.AddItem( GetCommandUrl( ID ), "url" );
S.AddItem( GetCommandTip( ID ), "tip" );
S.EndStruct();
}
bool EffectManager::IsHidden(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (effect)
{
return effect->IsHidden();
}
return false;
}
void EffectManager::SetSkipStateFlag(bool flag)
{
mSkipStateFlag = flag;
}
bool EffectManager::GetSkipStateFlag()
{
return mSkipStateFlag;
}
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);
// Some effects don't have automatable parameters and will not return
// anything, so try to get the active preset (current or factory).
if (parms.empty())
{
parms = GetDefaultPreset(ID);
}
return parms;
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
wxString parms;
command->GetAutomationParameters(parms);
// Some effects don't have automatable parameters and will not return
// anything, so try to get the active preset (current or factory).
if (parms.empty())
{
parms = GetDefaultPreset(ID);
}
return parms;
}
return wxEmptyString;
}
bool EffectManager::SetEffectParameters(const PluginID & ID, const wxString & params)
{
Effect *effect = GetEffect(ID);
if (effect)
{
CommandParameters eap(params);
if (eap.HasEntry(wxT("Use Preset")))
{
return effect->SetAutomationParameters(eap.Read(wxT("Use Preset")));
}
return effect->SetAutomationParameters(params);
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
// Set defaults (if not initialised) before setting values.
command->Init();
CommandParameters eap(params);
if (eap.HasEntry(wxT("Use Preset")))
{
return command->SetAutomationParameters(eap.Read(wxT("Use Preset")));
}
return command->SetAutomationParameters(params);
}
return false;
}
bool EffectManager::PromptUser(const PluginID & ID, wxWindow *parent)
{
bool result = false;
Effect *effect = GetEffect(ID);
if (effect)
{
result = effect->PromptUser(parent);
return result;
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
result = command->PromptUser(parent);
return result;
}
return result;
}
bool EffectManager::HasPresets(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return false;
}
return effect->GetUserPresets().size() > 0 ||
effect->GetFactoryPresets().size() > 0 ||
effect->HasCurrentSettings() ||
effect->HasFactoryDefaults();
}
wxString EffectManager::GetPreset(const PluginID & ID, const wxString & params, wxWindow * parent)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return wxEmptyString;
}
CommandParameters eap(params);
wxString preset;
if (eap.HasEntry(wxT("Use Preset")))
{
preset = eap.Read(wxT("Use Preset"));
}
preset = effect->GetPreset(parent, preset);
if (preset.empty())
{
return preset;
}
eap.DeleteAll();
eap.Write(wxT("Use Preset"), preset);
eap.GetParameters(preset);
return preset;
}
wxString EffectManager::GetDefaultPreset(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return wxEmptyString;
}
wxString preset;
if (effect->HasCurrentSettings())
{
preset = Effect::kCurrentSettingsIdent;
}
else if (effect->HasFactoryDefaults())
{
preset = Effect::kFactoryDefaultsIdent;
}
if (!preset.empty())
{
CommandParameters eap;
eap.Write(wxT("Use Preset"), preset);
eap.GetParameters(preset);
}
return preset;
}
void EffectManager::SetBatchProcessing(const PluginID & ID, bool start)
{
Effect *effect = GetEffect(ID);
if (effect)
{
effect->SetBatchProcessing(start);
return;
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
command->SetBatchProcessing(start);
return;
}
}
#if defined(EXPERIMENTAL_EFFECTS_RACK)
EffectRack *EffectManager::GetRack()
{
if (!mRack)
{
// EffectRack is constructed with the current project as owner, so safenew is OK
mRack = safenew EffectRack();
// Make sure what I just commented remains true:
wxASSERT(mRack->GetParent());
mRack->CenterOnParent();
}
return mRack;
}
void EffectManager::ShowRack()
{
GetRack()->Show(!GetRack()->IsShown());
}
void EffectManager::RealtimeSetEffects(const EffectArray & effects)
{
// Block RealtimeProcess()
RealtimeSuspend();
// Tell any effects no longer in the chain to clean up
for (auto e: mRealtimeEffects)
{
// Scan the NEW chain for the effect
for (auto e1: effects)
{
// Found it so we're done
if (e == e1)
{
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 (auto e : effects)
{
// Scan the old chain for the effect
for (auto e1 : mRealtimeEffects)
{
// Found it so tell effect to get ready
if (e == e1)
{
e = NULL;
break;
}
}
// Must not have been in the old chain, so tell it to initialize
if (e && mRealtimeActive)
{
e->RealtimeInitialize();
}
}
// Get rid of the old chain
// And install the NEW one
mRealtimeEffects = effects;
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
#endif
bool EffectManager::RealtimeIsActive()
{
return mRealtimeEffects.size() != 0;
}
bool EffectManager::RealtimeIsSuspended()
{
return mRealtimeSuspended;
}
void EffectManager::RealtimeAddEffect(Effect *effect)
{
// Block RealtimeProcess()
RealtimeSuspend();
// Initialize effect if realtime is already active
if (mRealtimeActive)
{
// Initialize realtime processing
effect->RealtimeInitialize();
// Add the required processors
for (size_t i = 0, cnt = mRealtimeChans.size(); i < cnt; i++)
{
effect->RealtimeAddProcessor(i, mRealtimeChans[i], mRealtimeRates[i]);
}
}
// Add to list of active effects
mRealtimeEffects.push_back(effect);
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
void EffectManager::RealtimeRemoveEffect(Effect *effect)
{
// Block RealtimeProcess()
RealtimeSuspend();
if (mRealtimeActive)
{
// Cleanup realtime processing
effect->RealtimeFinalize();
}
// Remove from list of active effects
auto end = mRealtimeEffects.end();
auto found = std::find(mRealtimeEffects.begin(), end, effect);
if (found != end)
mRealtimeEffects.erase(found);
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
void EffectManager::RealtimeInitialize(double rate)
{
// The audio thread should not be running yet, but protect anyway
RealtimeSuspend();
// (Re)Set processor parameters
mRealtimeChans.clear();
mRealtimeRates.clear();
// RealtimeAdd/RemoveEffect() 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 (auto e : mRealtimeEffects) {
e->SetSampleRate(rate);
e->RealtimeInitialize();
}
// Get things moving
RealtimeResume();
}
void EffectManager::RealtimeAddProcessor(int group, unsigned chans, float rate)
{
for (auto e : mRealtimeEffects)
e->RealtimeAddProcessor(group, chans, rate);
mRealtimeChans.push_back(chans);
mRealtimeRates.push_back(rate);
}
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 (auto e : mRealtimeEffects)
e->RealtimeFinalize();
// Reset processor parameters
mRealtimeChans.clear();
mRealtimeRates.clear();
// No longer active
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 (auto e : mRealtimeEffects)
e->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 (auto e : mRealtimeEffects)
e->RealtimeResume();
// And we should too
mRealtimeSuspended = false;
mRealtimeLock.Leave();
}
//
// This will be called in a different thread than the main GUI thread.
//
void EffectManager::RealtimeProcessStart()
{
// Protect ourselves from the main thread
mRealtimeLock.Enter();
// Can be suspended because of the audio stream being paused or because effects
// have been suspended.
if (!mRealtimeSuspended)
{
for (auto e : mRealtimeEffects)
{
if (e->IsRealtimeActive())
e->RealtimeProcessStart();
}
}
mRealtimeLock.Leave();
}
//
// This will be called in a different thread than the main GUI thread.
//
size_t EffectManager::RealtimeProcess(int group, unsigned chans, float **buffers, size_t 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.empty())
{
mRealtimeLock.Leave();
return numSamples;
}
// Remember when we started so we can calculate the amount of latency we
// are introducing
wxMilliClock_t start = wxGetUTCTimeMillis();
// 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 (unsigned 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 (auto e : mRealtimeEffects)
{
if (e->IsRealtimeActive())
{
e->RealtimeProcess(group, chans, ibuf, obuf, numSamples);
called++;
}
for (unsigned 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 (unsigned int i = 0; i < chans; i++)
{
memcpy(buffers[i], ibuf[i], numSamples * sizeof(float));
}
}
// Remember the latency
mRealtimeLatency = (int) (wxGetUTCTimeMillis() - start).GetValue();
mRealtimeLock.Leave();
//
// This is wrong...needs to handle tails
//
return numSamples;
}
//
// This will be called in a different thread than the main GUI thread.
//
void EffectManager::RealtimeProcessEnd()
{
// Protect ourselves from the main thread
mRealtimeLock.Enter();
// Can be suspended because of the audio stream being paused or because effects
// have been suspended.
if (!mRealtimeSuspended)
{
for (auto e : mRealtimeEffects)
{
if (e->IsRealtimeActive())
e->RealtimeProcessEnd();
}
}
mRealtimeLock.Leave();
}
int EffectManager::GetRealtimeLatency()
{
return mRealtimeLatency;
}
Effect *EffectManager::GetEffect(const PluginID & ID)
{
// Must have a "valid" ID
if (ID.empty())
{
return NULL;
}
// If it is actually a command then refuse it (as an effect).
if( mCommands.find( ID ) != mCommands.end() )
return NULL;
// TODO: This is temporary and should be redone when all effects are converted
if (mEffects.find(ID) == mEffects.end())
{
// This will instantiate the effect client if it hasn't already been done
EffectDefinitionInterface *ident = dynamic_cast<EffectDefinitionInterface *>(PluginManager::Get().GetInstance(ID));
if (ident && ident->IsLegacy())
{
auto effect = dynamic_cast<Effect *>(ident);
if (effect && effect->Startup(NULL))
{
mEffects[ID] = effect;
return effect;
}
}
auto effect = std::make_shared<Effect>(); // TODO: use make_unique and store in std::unordered_map
if (effect)
{
EffectClientInterface *client = dynamic_cast<EffectClientInterface *>(ident);
if (client && effect->Startup(client))
{
auto pEffect = effect.get();
mEffects[ID] = pEffect;
mHostEffects[ID] = std::move(effect);
return pEffect;
}
}
auto command = dynamic_cast<AudacityCommand *>(PluginManager::Get().GetInstance(ID));
if( !command )
AudacityMessageBox(wxString::Format(_("Attempting to initialize the following effect failed:\n\n%s\n\nMore information may be available in Help->Show Log"),
GetCommandName(ID)),
_("Effect failed to initialize"));
return NULL;
}
return mEffects[ID];
}
AudacityCommand *EffectManager::GetAudacityCommand(const PluginID & ID)
{
// Must have a "valid" ID
if (ID.empty())
{
return NULL;
}
// TODO: This is temporary and should be redone when all effects are converted
if (mCommands.find(ID) == mCommands.end())
{
// This will instantiate the effect client if it hasn't already been done
auto command = dynamic_cast<AudacityCommand *>(PluginManager::Get().GetInstance(ID));
if (command )//&& command->Startup(NULL))
{
command->Init();
mCommands[ID] = command;
return command;
}
/*
if (ident && ident->IsLegacy())
{
auto command = dynamic_cast<AudacityCommand *>(ident);
if (commandt && command->Startup(NULL))
{
mCommands[ID] = command;
return command;
}
}
auto command = std::make_shared<AudacityCommand>(); // TODO: use make_unique and store in std::unordered_map
if (command)
{
AudacityCommand *client = dynamic_cast<AudacityCommand *>(ident);
if (client && command->Startup(client))
{
auto pCommand = command.get();
mEffects[ID] = pCommand;
mHostEffects[ID] = std::move(effect);
return pEffect;
}
}
*/
AudacityMessageBox(wxString::Format(_("Attempting to initialize the following command failed:\n\n%s\n\nMore information may be available in Help->Show Log"),
GetCommandName(ID)),
_("Command failed to initialize"));
return NULL;
}
return mCommands[ID];
}
const PluginID & EffectManager::GetEffectByIdentifier(const CommandID & strTarget)
{
static PluginID empty;
if (strTarget.empty()) // set GetCommandIdentifier to wxT("") to not show an effect in Batch mode
{
return empty;
}
PluginManager & pm = PluginManager::Get();
// Effects OR Generic commands...
const PluginDescriptor *plug = pm.GetFirstPlugin(PluginTypeEffect | PluginTypeAudacityCommand);
while (plug)
{
if (GetCommandIdentifier(plug->GetID()).IsSameAs(strTarget, false))
{
return plug->GetID();
}
plug = pm.GetNextPlugin(PluginTypeEffect | PluginTypeAudacityCommand);
}
return empty;;
}