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#include "noatunarts.h"
#include <artsflow.h>
#include <flowsystem.h>
#include <stdsynthmodule.h>
#include <debug.h>
using namespace std;
using namespace Arts;
namespace Noatun
{
class StereoEffectStack_impl : public StereoEffectStack_skel, public StdSynthModule
{
public:
long nextID;
struct EffectEntry
{
StereoEffect effect;
string name;
long id;
};
list<EffectEntry *> fx;
void xconnect(bool connect, Object from, string fromP, Object to, string toP)
{
if(connect)
from._node()->connect(fromP,to._node(),toP);
else
from._node()->disconnect(fromP,to._node(),toP);
}
void xvirtualize(bool connect, string myPort, Object impl, string implPort)
{
if(connect)
_node()->virtualize(myPort,impl._node(),implPort);
else
_node()->devirtualize(myPort,impl._node(),implPort);
}
void internalconnect(bool c)
{
if(fx.empty())
{
/* no effects - forward input through to output */
xvirtualize(c,"outleft",Object::_from_base(this->_copy()),"inleft");
xvirtualize(c,"outright",Object::_from_base(this->_copy()),"inright");
}
else
{
list<EffectEntry *>::iterator ei;
EffectEntry *laste = 0;
long count = 0;
for(ei = fx.begin(); ei != fx.end(); ei++, count++)
{
EffectEntry *e = *ei;
if(count == 0) /* top of chain? virtualize to effect */
{
xvirtualize(c,"inleft",e->effect,"inleft");
xvirtualize(c,"inright",e->effect,"inright");
}
else /* not top? connect last effect to current effect */
{
xconnect(c,laste->effect,"outleft",e->effect,"inleft");
xconnect(c,laste->effect,"outright",e->effect,"inright");
}
laste = e;
}
/* end: virtualize effect output to our output */
xvirtualize(c,"outleft",laste->effect,"outleft");
xvirtualize(c,"outright",laste->effect,"outright");
}
}
void disconnect() { internalconnect(false); }
void reconnect() { internalconnect(true); }
long insertAfter(long after, StereoEffect effect, const string &name)
{
arts_return_val_if_fail(!effect.isNull(),0);
disconnect();
list<EffectEntry*>::iterator i = fx.begin();
bool found=false;
// seek through until we tqfind 'after'
while(i != fx.end())
if((*i)->id == after)
{
found = true;
break;
}
else
i++;
long newId=0;
if (found)
{
i++;
EffectEntry *e = new EffectEntry;
e->effect=effect;
e->name=name;
e->id=nextID++;
fx.insert(i, e);
newId=e->id;
}
else
arts_warning("StereoEffectStack::insertAfter failed. "
"id %d not found?", after);
reconnect();
return newId;
}
void move(long after, long item)
{
arts_return_if_fail(item != 0);
disconnect();
list<EffectEntry*>::iterator iAfter=fx.begin();
bool found=false;
if (after)
while(iAfter != fx.end())
if((*iAfter)->id == after)
{
found = true;
iAfter++;
break;
}
else
iAfter++;
else
found=true;
list<EffectEntry*>::iterator iItem=fx.begin();
while (iItem != fx.end())
if((*iItem)->id == item)
{
found &= true;
break;
}
else
iItem++;
if (!found)
arts_warning("StereoEffectStack::move couldn't find items");
else
{
fx.insert(iAfter, *iItem);
fx.erase(iItem);
}
reconnect();
}
vector<long> *effectList()
{
vector<long> *items=new vector<long>;
for (list<EffectEntry*>::iterator i=fx.begin(); i!=fx.end();i++)
items->push_back((*i)->id);
return items;
}
// as stolen from stereoeffectstack_impl.cc
StereoEffectStack_impl() : nextID(1)
{
reconnect();
}
~StereoEffectStack_impl()
{
// disconnect remaining effects
EffectEntry *laste = 0;
list<EffectEntry *>::iterator ei;
for(ei = fx.begin(); ei != fx.end(); ei++)
{
EffectEntry *e = *ei;
if(laste)
{
xconnect(false,laste->effect,"outleft",e->effect,"inleft");
xconnect(false,laste->effect,"outright",e->effect,"inright");
}
laste = e;
}
// delete remaining effect entries
for(ei = fx.begin(); ei != fx.end(); ei++)
delete *ei;
fx.clear();
}
long insertTop(StereoEffect effect, const string& name)
{
arts_return_val_if_fail(!effect.isNull(),0);
disconnect();
EffectEntry *e = new EffectEntry();
e->effect = effect;
e->name = name;
e->id = nextID++;
fx.push_front(e);
reconnect();
return e->id;
}
long insertBottom(StereoEffect effect, const string& name)
{
arts_return_val_if_fail(!effect.isNull(),0);
disconnect();
EffectEntry *e = new EffectEntry();
e->effect = effect;
e->name = name;
e->id = nextID++;
fx.push_back(e);
reconnect();
return e->id;
}
void remove(long ID)
{
arts_return_if_fail(ID != 0);
bool found = false;
disconnect();
list<EffectEntry *>::iterator ei = fx.begin();
while(ei != fx.end())
{
if((*ei)->id == ID) {
found = true;
delete (*ei);
fx.erase(ei);
ei = fx.begin();
}
else ei++;
}
if(!found) {
arts_warning("StereoEffectStack::remove failed. id %d not found?",
ID);
}
reconnect();
}
AutoSuspendState autoSuspend() { return asSuspend; }
};
REGISTER_IMPLEMENTATION(StereoEffectStack_impl);
}
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