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MPESynthesiserVoice Class Referenceabstract

Represents an MPE voice that an MPESynthesiser can use to play a sound. More...

Public Member Functions

 MPESynthesiserVoice ()
 Constructor. More...
 
virtual ~MPESynthesiserVoice ()
 Destructor. More...
 
MPENote getCurrentlyPlayingNote () const noexcept
 Returns the MPENote that this voice is currently playing. More...
 
bool isCurrentlyPlayingNote (MPENote note) const noexcept
 Returns true if the voice is currently playing the given MPENote (as identified by the note's initial note number and MIDI channel). More...
 
virtual bool isActive () const
 Returns true if this voice is currently busy playing a sound. More...
 
bool isPlayingButReleased () const noexcept
 Returns true if a voice is sounding in its release phase. More...
 
virtual void noteStarted ()=0
 Called by the MPESynthesiser to let the voice know that a new note has started on it. More...
 
virtual void noteStopped (bool allowTailOff)=0
 Called by the MPESynthesiser to let the voice know that its currently playing note has stopped. More...
 
virtual void notePressureChanged ()=0
 Called by the MPESynthesiser to let the voice know that its currently playing note has changed its pressure value. More...
 
virtual void notePitchbendChanged ()=0
 Called by the MPESynthesiser to let the voice know that its currently playing note has changed its pitchbend value. More...
 
virtual void noteTimbreChanged ()=0
 Called by the MPESynthesiser to let the voice know that its currently playing note has changed its timbre value. More...
 
virtual void noteKeyStateChanged ()=0
 Called by the MPESynthesiser to let the voice know that its currently playing note has changed its key state. More...
 
virtual void renderNextBlock (AudioBuffer< float > &outputBuffer, int startSample, int numSamples)=0
 Renders the next block of data for this voice. More...
 
virtual void renderNextBlock (AudioBuffer< double > &, int, int)
 Renders the next block of 64-bit data for this voice. More...
 
virtual void setCurrentSampleRate (double newRate)
 Changes the voice's reference sample rate. More...
 
double getSampleRate () const noexcept
 Returns the current target sample rate at which rendering is being done. More...
 

Public Attributes

uint32 noteOnTime = 0
 This will be set to an incrementing counter value in MPESynthesiser::startVoice() and can be used to determine the order in which voices started. More...
 

Protected Member Functions

void clearCurrentNote () noexcept
 Resets the state of this voice after a sound has finished playing. More...
 

Protected Attributes

double currentSampleRate = 0.0
 
MPENote currentlyPlayingNote
 

Detailed Description

Represents an MPE voice that an MPESynthesiser can use to play a sound.

A voice plays a single sound at a time, and a synthesiser holds an array of voices so that it can play polyphonically.

See also
MPESynthesiser, MPENote

Constructor & Destructor Documentation

◆ MPESynthesiserVoice()

MPESynthesiserVoice::MPESynthesiserVoice ( )

Constructor.

◆ ~MPESynthesiserVoice()

virtual MPESynthesiserVoice::~MPESynthesiserVoice ( )
virtual

Destructor.

Member Function Documentation

◆ getCurrentlyPlayingNote()

MPENote MPESynthesiserVoice::getCurrentlyPlayingNote ( ) const
noexcept

Returns the MPENote that this voice is currently playing.

Returns an invalid MPENote if no note is playing (you can check this using MPENote::isValid() or MPEVoice::isActive()).

◆ isCurrentlyPlayingNote()

bool MPESynthesiserVoice::isCurrentlyPlayingNote ( MPENote  note) const
noexcept

Returns true if the voice is currently playing the given MPENote (as identified by the note's initial note number and MIDI channel).

◆ isActive()

virtual bool MPESynthesiserVoice::isActive ( ) const
virtual

Returns true if this voice is currently busy playing a sound.

By default this just checks whether getCurrentlyPlayingNote() returns a valid MPE note, but can be overridden for more advanced checking.

◆ isPlayingButReleased()

bool MPESynthesiserVoice::isPlayingButReleased ( ) const
noexcept

Returns true if a voice is sounding in its release phase.

◆ noteStarted()

virtual void MPESynthesiserVoice::noteStarted ( )
pure virtual

Called by the MPESynthesiser to let the voice know that a new note has started on it.

This will be called during the rendering callback, so must be fast and thread-safe.

◆ noteStopped()

virtual void MPESynthesiserVoice::noteStopped ( bool  allowTailOff)
pure virtual

Called by the MPESynthesiser to let the voice know that its currently playing note has stopped.

This will be called during the rendering callback, so must be fast and thread-safe.

If allowTailOff is false or the voice doesn't want to tail-off, then it must stop all sound immediately, and must call clearCurrentNote() to reset the state of this voice and allow the synth to reassign it another sound.

If allowTailOff is true and the voice decides to do a tail-off, then it's allowed to begin fading out its sound, and it can stop playing until it's finished. As soon as it finishes playing (during the rendering callback), it must make sure that it calls clearCurrentNote().

◆ notePressureChanged()

virtual void MPESynthesiserVoice::notePressureChanged ( )
pure virtual

Called by the MPESynthesiser to let the voice know that its currently playing note has changed its pressure value.

This will be called during the rendering callback, so must be fast and thread-safe.

◆ notePitchbendChanged()

virtual void MPESynthesiserVoice::notePitchbendChanged ( )
pure virtual

Called by the MPESynthesiser to let the voice know that its currently playing note has changed its pitchbend value.

This will be called during the rendering callback, so must be fast and thread-safe.

Note: You can call currentlyPlayingNote.getFrequencyInHertz() to find out the effective frequency of the note, as a sum of the initial note number, the per-note pitchbend and the master pitchbend.

◆ noteTimbreChanged()

virtual void MPESynthesiserVoice::noteTimbreChanged ( )
pure virtual

Called by the MPESynthesiser to let the voice know that its currently playing note has changed its timbre value.

This will be called during the rendering callback, so must be fast and thread-safe.

◆ noteKeyStateChanged()

virtual void MPESynthesiserVoice::noteKeyStateChanged ( )
pure virtual

Called by the MPESynthesiser to let the voice know that its currently playing note has changed its key state.

This typically happens when a sustain or sostenuto pedal is pressed or released (on an MPE channel relevant for this note), or if the note key is lifted while the sustained or sostenuto pedal is still held down. This will be called during the rendering callback, so must be fast and thread-safe.

◆ renderNextBlock() [1/2]

virtual void MPESynthesiserVoice::renderNextBlock ( AudioBuffer< float > &  outputBuffer,
int  startSample,
int  numSamples 
)
pure virtual

Renders the next block of data for this voice.

The output audio data must be added to the current contents of the buffer provided. Only the region of the buffer between startSample and (startSample + numSamples) should be altered by this method.

If the voice is currently silent, it should just return without doing anything.

If the sound that the voice is playing finishes during the course of this rendered block, it must call clearCurrentNote(), to tell the synthesiser that it has finished.

The size of the blocks that are rendered can change each time it is called, and may involve rendering as little as 1 sample at a time. In between rendering callbacks, the voice's methods will be called to tell it about note and controller events.

◆ renderNextBlock() [2/2]

virtual void MPESynthesiserVoice::renderNextBlock ( AudioBuffer< double > &  ,
int  ,
int   
)
virtual

Renders the next block of 64-bit data for this voice.

Support for 64-bit audio is optional. You can choose to not override this method if you don't need it (the default implementation simply does nothing).

◆ setCurrentSampleRate()

virtual void MPESynthesiserVoice::setCurrentSampleRate ( double  newRate)
virtual

Changes the voice's reference sample rate.

The rate is set so that subclasses know the output rate and can set their pitch accordingly.

This method is called by the synth, and subclasses can access the current rate with the currentSampleRate member.

◆ getSampleRate()

double MPESynthesiserVoice::getSampleRate ( ) const
noexcept

Returns the current target sample rate at which rendering is being done.

Subclasses may need to know this so that they can pitch things correctly.

◆ clearCurrentNote()

void MPESynthesiserVoice::clearCurrentNote ( )
protectednoexcept

Resets the state of this voice after a sound has finished playing.

The subclass must call this when it finishes playing a note and becomes available to play new ones.

It must either call it in the stopNote() method, or if the voice is tailing off, then it should call it later during the renderNextBlock method, as soon as it finishes its tail-off.

It can also be called at any time during the render callback if the sound happens to have finished, e.g. if it's playing a sample and the sample finishes.

Member Data Documentation

◆ noteOnTime

uint32 MPESynthesiserVoice::noteOnTime = 0

This will be set to an incrementing counter value in MPESynthesiser::startVoice() and can be used to determine the order in which voices started.

◆ currentSampleRate

double MPESynthesiserVoice::currentSampleRate = 0.0
protected

◆ currentlyPlayingNote

MPENote MPESynthesiserVoice::currentlyPlayingNote
protected

The documentation for this class was generated from the following file: