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Oscillator.cs
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Oscillator.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Oscillator : MonoBehaviour
{
// Oscillator Properties
private float[] frequency; // Set as needed by PMSynth component.
private float[] velocity; // Set as needed by PMSynth component.
private bool[] voiceOn;
private int voices;
private bool[] playing;
public float ratio = 1;
public float amplitude = 1; // Range is 0 to 1. Use 0 to -1 for inversion. Values beyond 1 will clip.
public float offset = 0; // Shifts the phase of the waves.
private float[] data;
private float sampleRate;
private ulong[] time; // Will cause a click once this wraps around. Thankfully, this will not happen often, but it could be an issue for a continuously playing tone.
// Modulators
public Oscillator[] modulators = new Oscillator[0];
public float[] modulationIndicies = new float[0]; // Optional. Acts as multiplier to the data of the corresponding modulator. Will default to 0, which is no modulation.
// Envelope
public float attack = 0;
public float decay = 0;
public float sustain = 1;
public float release = 0;
public LFO[] ratioLFO = new LFO[0];
public float[] ratioLFOModulation = new float[0];
public LFO[] amplitudeLFO = new LFO[0];
public float[] amplitudeLFOModulation = new float[0];
public LFO[] indiciesLFO = new LFO[0];
public float[] indiciesLFOModulation = new float[0];
private bool[] onRelease;
private float[] offTime; // Used in calculating data during release
private float[] offEnvelopeScalar; // Used in calculating data during release
// Used to allow for feedback - previous datapoint will be used to calculate self modulation
private bool feedbackLoopCheck = false;
private void setSampleRate(LFO[] lfos)
{
foreach (LFO lfo in lfos)
{
if (lfo == null) { continue; }
lfo.SetSampleRate(sampleRate);
}
}
private void setSampleRate(Oscillator[] oscillators)
{
foreach (Oscillator osc in oscillators)
{
if (osc == null) { continue; }
osc.SetSampleRate(sampleRate);
}
}
public void SetSampleRate(float sampleRate)
{
this.sampleRate = sampleRate;
setSampleRate(modulators);
setSampleRate(ratioLFO);
setSampleRate(amplitudeLFO);
setSampleRate(indiciesLFO);
}
public void SetVoices(int voices)
{
if (feedbackLoopCheck) { return; }
feedbackLoopCheck = true;
frequency = new float[voices];
velocity = new float[voices];
voiceOn = new bool[voices];
onRelease = new bool[voices];
playing = new bool[voices];
time = new ulong[voices];
offTime = new float[voices];
offEnvelopeScalar = new float[voices];
data = new float[voices];
this.voices = voices;
foreach (Oscillator osc in modulators)
{
if (osc == null) { continue; }
osc.SetVoices(voices);
}
feedbackLoopCheck = false;
}
private float lfoModulation(
LFO[] lfos,
float[] indicies,
float unmodulated,
int voice)
{
float modulation = unmodulated;
for (int i = 0; i < lfos.Length; i++)
{
if (lfos[i] == null) { continue; }
// If modulation index not specified, use 1.
float index = (i < indicies.Length)
? indicies[i]
: 1f;
modulation += index * (lfos[i].generateData(time[voice]) - modulation);
}
return modulation;
}
private float phaseModulation(int voice)
{
float phaseModulation = 0;
for (int i = 0; i < modulators.Length; i++)
{
if (modulators[i] == null) { continue; }
// If modulation index not specified, use 0.
float index = (i < modulationIndicies.Length)
? modulationIndicies[i]
: 0f;
float modulatedIndex = lfoModulation(indiciesLFO, indiciesLFOModulation, index, voice);
float modulatorData = new Func<float?, float>((float? data) =>
(data != null)
? (float)data
: 0f
)(modulators[i].GenerateData(voice));
phaseModulation +=
modulatorData *
modulatedIndex *
frequency[voice] *
modulators[i].ratio;
}
return phaseModulation;
}
public float? GenerateData(int voice)
{
// Check if the voice is inactive and can be reused.
if (playing[voice] == false) { return null; }
// Feeding an oscillator's modulator the oscillator itself will result in modulation using previous datapoint as is the case with feedback.
if (feedbackLoopCheck) { return data[voice]; }
feedbackLoopCheck = true;
float modulatedRatio = lfoModulation(ratioLFO, ratioLFOModulation, ratio, voice);
float modulatedAmplitude = lfoModulation(amplitudeLFO, amplitudeLFOModulation, amplitude, voice);
float phaseModulation = this.phaseModulation(voice);
// TODO: Replace with wavetable - faster & more flexible.
data[voice] =
GenerateEnvelopeScalar(voice) *
velocity[voice] *
modulatedAmplitude *
Mathf.Cos((float)
(4 * Mathf.PI / sampleRate) *
(modulatedRatio * frequency[voice] * time[voice] + phaseModulation)
);
time[voice]++;
feedbackLoopCheck = false;
return data[voice];
}
public float GenerateEnvelopeScalar(int voice)
{
float seconds = time[voice] / sampleRate;
// NoteOff hasn't been sent, will either be in attack, decay, or sustain.
if (onRelease[voice] == false)
{
seconds = time[voice] / sampleRate;
// Attack
if ( seconds - attack < 0)
{
return seconds / attack;
}
// Decay
if ((seconds - attack) - decay < 0)
{
return 1 - (1- sustain) * (seconds - attack) / decay;
}
// Sustain
if (sustain == 0)
{
playing[voice] = false;
}
return sustain;
}
// Release
if (seconds - offTime[voice] < release)
{
return offEnvelopeScalar[voice] * (1 - (seconds - offTime[voice]) / release);
}
// After release
playing[voice] = false;
return 0;
}
public void NoteOn(float frequency, float velocity, int voice)
{
if (feedbackLoopCheck) { return; }
feedbackLoopCheck = true;
playing[voice] = true;
time[voice] = 0;
this.frequency[voice] = frequency;
this.velocity[voice] = velocity;
foreach (Oscillator osc in modulators)
{
if (osc == null) { continue; }
osc.NoteOn(frequency, velocity, voice);
}
feedbackLoopCheck = false;
}
public void NoteOff(int voice)
{
offTime[voice] = time[voice] / sampleRate;
offEnvelopeScalar[voice] = GenerateEnvelopeScalar(voice);
onRelease[voice] = true;
}
}