rockbox/apps/plugins/midi2wav.c
Stepan Moskovchenko 4b773c0c4c Added xxx2wav support, an icon, and some optimizations
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@6306 a1c6a512-1295-4272-9138-f99709370657
2005-04-16 03:35:20 +00:00

212 lines
5.2 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
*
* Copyright (C) 2005 Stepan Moskovchenko
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#define SAMPLE_RATE 48000
#define MAX_VOICES 100
//Only define LOCAL_DSP on Simulator or else we're asking for trouble
#if defined(SIMULATOR)
//Enable this to write to the soundcard via a /dsv/dsp symlink in /
// #define LOCAL_DSP
#endif
#if defined(LOCAL_DSP)
// This is for writing to the DSP directly from the Simulator
#include <stdio.h>
#include <stdlib.h>
#include <linux/soundcard.h>
#include <sys/ioctl.h>
#endif
#include "../../plugin.h"
#include "midi/midiutil.c"
#include "midi/guspat.h"
#include "midi/guspat.c"
#include "midi/sequencer.c"
#include "midi/midifile.c"
#include "midi/synth.c"
#include "lib/xxx2wav.h"
int fd=-1; //File descriptor where the output is written
extern long tempo; //The sequencer keeps track of this
struct plugin_api * rb;
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
TEST_PLUGIN_API(api);
rb = api;
TEST_PLUGIN_API(api);
(void)parameter;
rb = api;
if(parameter == NULL)
{
rb->splash(HZ*2, true, " Play .MID file ");
return PLUGIN_OK;
}
rb->splash(HZ, true, parameter);
if(midimain(parameter) == -1)
{
return PLUGIN_ERROR;
}
rb->splash(HZ*3, true, "FINISHED PLAYING");
return PLUGIN_OK;
}
int midimain(void * filename)
{
printf("\nHello.\n");
rb->splash(HZ/5, true, "LOADING MIDI");
struct MIDIfile * mf = loadFile(filename);
long bpm, nsmp, l;
int bp=0;
rb->splash(HZ/5, true, "LOADING PATCHES");
if (initSynth(mf, "/.rockbox/patchset/patchset.cfg", "/.rockbox/patchset/drums.cfg") == -1)
{
return -1;
}
//This lets you hear the music through the sound card if you are on Simulator
//Make a symlink, archos/dsp.raw and make it point to /dev/dsp or whatever
//your sound device is.
#if defined(LOCAL_DSP)
fd=rb->open("/dsp.raw", O_WRONLY);
int arg, status;
int bit, samp, ch;
arg = 16; // sample size
status = ioctl(fd, SOUND_PCM_WRITE_BITS, &arg);
status = ioctl(fd, SOUND_PCM_READ_BITS, &arg);
bit=arg;
arg = 2; //Number of channels, 1=mono
status = ioctl(fd, SOUND_PCM_WRITE_CHANNELS, &arg);
status = ioctl(fd, SOUND_PCM_READ_CHANNELS, &arg);
ch=arg;
arg = SAMPLE_RATE; //Yeah. sampling rate
status = ioctl(fd, SOUND_PCM_WRITE_RATE, &arg);
status = ioctl(fd, SOUND_PCM_READ_RATE, &arg);
samp=arg;
#else
file_info_struct file_info;
file_info.samplerate = 48000;
file_info.infile = fd;
file_info.channels = 2;
file_info.bitspersample = 16;
local_init("/miditest.tmp", "/miditest.wav", &file_info, rb);
fd = file_info.outfile;
#endif
rb->splash(HZ/5, true, " START PLAYING ");
signed char buf[3000];
// tick() will do one MIDI clock tick. Then, there's a loop here that
// will generate the right number of samples per MIDI tick. The whole
// MIDI playback is timed in terms of this value.. there are no forced
// delays or anything. It just produces enough samples for each tick, and
// the playback of these samples is what makes the timings right.
//
// This seems to work quite well.
printf("\nOkay, starting sequencing");
//Tick() will return 0 if there are no more events left to play
while(tick(mf))
{
//Some annoying math to compute the number of samples
//to syntehsize per each MIDI tick.
bpm=mf->div*1000000/tempo;
nsmp=SAMPLE_RATE/bpm;
//Yes we need to do this math each time because the tempo
//could have changed.
// On second thought, this can be moved to the event that
//recalculates the tempo, to save a little bit of CPU time.
for(l=0; l<nsmp; l++)
{
int s1, s2;
synthSample(&s1, &s2);
//16-bit audio because, well, it's better
// But really because ALSA's OSS emulation sounds extremely
//noisy and distorted when in 8-bit mode. I still do not know
//why this happens.
buf[bp]=s1&0XFF; // Low byte first
bp++;
buf[bp]=s1>>8; //High byte second
bp++;
buf[bp]=s2&0XFF; // Low byte first
bp++;
buf[bp]=s2>>8; //High byte second
bp++;
//As soon as we produce 2000 bytes of sound,
//write it to the sound card. Why 2000? I have
//no idea. It's 1 AM and I am dead tired.
if(bp>=2000)
{
rb->write(fd, buf, 2000);
bp=0;
}
}
}
// unloadFile(mf);
printf("\n");
#if !defined(LOCAL_DSP)
close_wav(&file_info);
#else
rb->close(fd);
#endif
return 0;
}