#include "envelope.h" Envelope::Envelope(env_settings_t s, int frames) { level=0; t=0; state=ATTACK; max=ONE; nth_frame=frames; set_ratefactor(1.0); has_release_phase=(s.release>=0); if (!has_release_phase) s.hold=false; set_attack(s.attack); set_decay(s.decay); set_sustain(s.sustain); set_release(s.release); set_hold(s.hold); } void Envelope::set_ratefactor(double factor) { ratefactor=ONE*factor; set_attack(attack_orig); set_decay(decay_orig); set_release(release_orig); } void Envelope::set_attack(jack_nframes_t a) { attack_orig=a; attack=(a*ratefactor >>SCALE)/nth_frame; if (state==ATTACK) t=attack*level >>SCALE; } void Envelope::set_decay(jack_nframes_t d) { decay_orig=d; decay=(d*ratefactor >>SCALE)/nth_frame; if ((state==DECAY) && (sustain!=ONE)) if (sustain>SCALE)/nth_frame; if (state==RELEASE) if (sustain>0) //to avoid a div. by zero t=release*(sustain-level)/sustain; } void Envelope::set_hold(bool h) { hold=h; if ((h==false) && (state==HOLD)) { t=0; state=RELEASE; } } void Envelope::reattack() { state=ATTACK; t=attack*level >>SCALE; sustain=sustain_orig; } void Envelope::reset() { state=ATTACK; sustain=sustain_orig; level=0; t=0; } void Envelope::release_key() { if (has_release_phase) if ((state!=RELEASE) && (state!=DONE)) { t=0; state=RELEASE; sustain=level; } //if (!has_release_phase) ignore(); } bool Envelope::still_active() { return (state!=DONE); } fixed_t Envelope::get_level() //must be called each frame { switch (state) { case ATTACK: if (t>=attack) { level=max; state=DECAY; t=0; } else //will only happen, if t < attack. so attack will { //always be greater than zero -> no div. by zero level=max * t / attack ; } break; case DECAY: if (t>=decay) { level=max*sustain >>SCALE; if (has_release_phase) if (hold) state=HOLD; else state=RELEASE; else state=DONE; t=0; } else //will only happen, if t < decay. so decay will { //always be greater than zero -> no div. by zero level=(ONE - (ONE-sustain)*t/decay)*max >>SCALE; } break; case HOLD: //does nothing. level must be set properly before entering HOLD state break; case RELEASE: if (t>=release) { level=0; state=DONE; } else //will only happen, if t < release. so release will { //always be greater than zero -> no div. by zero level=(sustain - sustain * t/release)*max >>SCALE; } break; case DONE: //does nothing. level must be set properly before entering DONE state break; } ++t; return level; }