[WIP] Improved bgm shader

This commit is contained in:
Luke Hubmayer-Werner 2024-07-13 20:08:51 +09:30
parent bfd093317e
commit 302eaac7ac
6 changed files with 415 additions and 211 deletions

View File

@ -245,155 +245,362 @@ func _process(delta: float) -> void:
print('BGM finished playing')
func render_channel(channel: int, t_start: float, t_end: float, inst_map: Array) -> PoolByteArray:
var midi_events_bytes_t_start := StreamPeerBuffer.new()
var midi_events_bytes_t_end := StreamPeerBuffer.new()
var midi_events_bytes3 := StreamPeerBuffer.new()
var midi_events_bytes_adsr := StreamPeerBuffer.new()
# TODO: need to interleave channels for tempo and master volume!
const MAX_NOTE_EVENTS := 2048
class NoteEvent:
var p_start: int # In pulse space
var p_end: int
var instrument: int
var pitch: int
var velocity: float
var adsr_attack: int
var adsr_decay: int
var adsr_sustain: int
var adsr_release: int
var track: Array = self.tracks[channel]
var l := len(track)
var t := t_start
var num_notes: int = 0
var current_instrument := 0
while (t < t_end) and (num_notes < 2048):
var ptr: int = self.channel_pointer[channel]
if ptr >= l:
break
var event = track[ptr]
self.channel_pointer[channel] += 1
match event[0]: # Control codes
EventType.NOTE:
var note = event[1]
var duration = event[2]
if note >= 0: # Don't shift or play rests
note += (12 * self.channel_octave[channel]) + self.channel_transpose[channel]
midi_events_bytes_t_start.put_32(int(t * 32000)) # t_start
midi_events_bytes_t_end.put_32(int((t + duration * self.seconds_per_pulse) * 32000)) # t_end
midi_events_bytes3.put_u8(current_instrument) # instrument
midi_events_bytes3.put_u8(note) # pitch_idx #* self.channel_fine_tuning[channel]
midi_events_bytes3.put_u8((self.channel_velocity[channel]*self.master_volume)/255) # velocity
midi_events_bytes3.put_u8(self.channel_pan[channel]*255/127) # pan
midi_events_bytes_adsr.put_32(0) # ADSR
num_notes += 1
t += duration * self.seconds_per_pulse
# TODO: Confirm tempo scaling
# return duration # Pulses to next instruction
EventType.VOLUME:
self.channel_velocity[channel] = event[1]
EventType.VOLUME_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
self.channel_velocity[channel] = event[2]
EventType.PAN: # TODO: implement slides
self.channel_pan[channel] = event[1]
# AudioServer.get_bus_effect(channel+2, 0).set_pan(1.0 - event[1]/127.0)
EventType.PAN_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
self.channel_pan[channel] = event[2]
# AudioServer.get_bus_effect(channel+2, 0).set_pan(1.0 - event[2]/127.0)
EventType.PITCH_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
var target_pitch: int = event[2] # Signed
EventType.VIBRATO_ON:
self.channel_vibrato_delay[channel] = event[1]
self.channel_vibrato_rate[channel] = event[2]
self.channel_vibrato_depth[channel] = event[3]
self.channel_vibrato_on[channel] = 1
EventType.VIBRATO_OFF:
self.channel_vibrato_on[channel] = 0
EventType.TREMOLO_ON:
self.channel_tremolo_delay[channel] = event[1]
self.channel_tremolo_rate[channel] = event[2]
self.channel_tremolo_depth[channel] = event[3]
self.channel_tremolo_on[channel] = 1
EventType.TREMOLO_OFF:
self.channel_tremolo_on[channel] = 0
EventType.PAN_LFO_ON:
self.channel_pan_lfo_depth[channel] = event[1]
self.channel_pan_lfo_rate[channel] = event[2]
self.channel_pan_lfo_on[channel] = 1
EventType.PAN_LFO_OFF:
self.channel_pan_lfo_on[channel] = 0
EventType.NOISE_FREQ:
self.channel_noise_freq[channel] = event[1]
EventType.NOISE_ON:
self.channel_noise_on[channel] = 1
EventType.NOISE_OFF:
self.channel_noise_on[channel] = 0
EventType.PITCHMOD_ON:
self.channel_pitchmod_on[channel] = 1
EventType.PITCHMOD_OFF:
self.channel_pitchmod_on[channel] = 0
EventType.ECHO_ON:
self.channel_echo_on[channel] = 1
EventType.ECHO_OFF:
self.channel_echo_on[channel] = 0
EventType.OCTAVE:
self.channel_octave[channel] = event[1]
EventType.OCTAVE_UP:
self.channel_octave[channel] += 1
EventType.OCTAVE_DOWN:
self.channel_octave[channel] -= 1
EventType.TRANSPOSE_ABS:
self.channel_transpose[channel] = event[1]
EventType.TRANSPOSE_REL:
self.channel_transpose[channel] += event[1]
EventType.TUNING:
var fine_tune: int = event[1]
var scale: float
if fine_tune < 0x80:
scale = 1.0 + fine_tune/255.0
class TrackCurve: # built-in Curve class is too restrictive for this
var default: float
var entries: PoolVector3Array
var baked_integrals: PoolRealArray
func _init(default: float = 0.0):
self.default = default
self.entries = PoolVector3Array()
self.baked_integrals = PoolRealArray()
func add_point(pulse: int, value: float, ramp_to_next: bool) -> void:
var l := len(self.entries)
var entry := Vector3(float(pulse), value, float(ramp_to_next))
if l == 0 or self.entries[-1].x < pulse:
self.entries.append(entry)
else: # Find the first entry bigger than pulse, and insert before
for i in l:
if self.entries[i].x > pulse:
self.entries.insert(i, entry)
break
var last_pulse_block_get: int = -1 # Cache previous position for sequential lookups
func get_pulse(pulse: float) -> float:
var l := len(self.entries)
if l == 0 or pulse < self.entries[-1].x:
return self.default
if pulse > self.entries[-1].x:
return self.entries[-1].y
for i in l-2:
# Find first entry beyond
if pulse < self.entries[i+1].x:
if self.entries[i].z > 0: # ramp_to_next
return range_lerp(pulse, self.entries[i].x, self.entries[i+1].x, self.entries[i].y, self.entries[i+1].y)
else:
scale = fine_tune/255.0
self.channel_fine_tuning[channel] = scale
EventType.PROGCHANGE:
current_instrument = inst_map[event[1]-0x20] - 1
EventType.ADSR_ATTACK:
self.channel_adsr_attack[channel] = event[1]
EventType.ADSR_DECAY:
self.channel_adsr_decay[channel] = event[1]
EventType.ADSR_SUSTAIN:
self.channel_adsr_sustain[channel] = event[1]
EventType.ADSR_RELEASE:
self.channel_adsr_release[channel] = event[1]
EventType.ADSR_DEFAULT: # TODO - grab instrument envelope
pass
EventType.TEMPO:
self.set_tempo(music.tempo_to_bpm(event[1]))
EventType.TEMPO_SLIDE:
self.set_tempo(music.tempo_to_bpm(event[2]))
var slide_duration: int = event[1]
EventType.ECHO_VOLUME:
self.channel_echo_volume[channel] = event[1]
EventType.ECHO_VOLUME_SLIDE: # TODO: implement slides
self.channel_echo_volume[channel] = event[2]
var slide_duration: int = event[1]
EventType.ECHO_FEEDBACK_FIR: # TODO
var feedback: int = event[1]
var filterIndex: int = event[2]
EventType.MASTER_VOLUME:
self.master_volume = event[1]
EventType.GOTO:
self.channel_pointer[channel] = event[1]
EventType.END:
break
_:
break
# End of track
# Fill up end of notes array with dummies
for i in range(num_notes, 2048):
midi_events_bytes_t_start.put_32(int(t_end*2*32000))
midi_events_bytes_t_end.put_32(int(t_end*2*32000))
midi_events_bytes3.put_u8(0) # instrument
midi_events_bytes3.put_u8(0) # pitch_idx
midi_events_bytes3.put_u8(0) # velocity
midi_events_bytes3.put_u8(0) # pan
midi_events_bytes_adsr.put_32(0) # ADSR
return midi_events_bytes_t_start.data_array + midi_events_bytes_t_end.data_array + midi_events_bytes3.data_array + midi_events_bytes_adsr.data_array
# audio_renderer.push_bytes(channel_data)
return self.entries[i].y
return self.default # Should be unreachable
func render_channels(t_start: float, t_end: float, inst_map: Array) -> PoolByteArray:
func bake_integrals():
# Store the starting integrated value (i.e. time for the tempo curve) of each pulse value
self.baked_integrals.clear()
var last_pulse := 0.0
var last_value := self.default
var last_integral := 0.0
var last_ramp := false
for entry in self.entries:
var step_pulse = entry.x - last_pulse
var integral := last_integral
if last_ramp:
# Treat it as a rectangle where the height is the average of the slanted top.
integral += step_pulse * (last_value + entry.y)/2.0
else:
integral += step_pulse * last_value
self.baked_integrals.append(integral)
last_pulse = entry.x
last_value = entry.y
last_integral = integral
last_ramp = entry.z > 0
var last_integral_block_get: int = -1 # Cache previous position for sequential lookups
func get_integral(pulse: float) -> float:
# This is for tempo -> time. Need to bake it to have any hope of efficiency.
if self.baked_integrals.empty():
self.bake_integrals()
# Find first entry earlier than the pulse
for i in range(len(self.entries)-1, -1, -1):
var entry = self.entries[i]
if pulse > entry.x:
var integral = self.baked_integrals[i]
var step_pulse = pulse - entry.x
if entry.z: # Ramp to next
# Treat it as a rectangle where the height is the average of the slanted top.
integral += step_pulse * (entry.y + entries[i+1].y)/2.0 # If last entry somehow has ramp-to-next (it shouldn't), this will out-of-range error
else:
integral += step_pulse * entry.y
return integral
return 0.0
func render_channels(_t_start: float, _t_end: float, inst_map: Array) -> Array: # [data: PoolByteArray, target_time_length: float in seconds]
# Since some channels contain global events (tempo and global volume for now),
# the strategy will be to preprocess each channel in a global-state-agnostic way,
# then once all the global tracks are known, as well as the longest unlooped length,
# do a second pass to generate the final events
var all_note_events = []
var curve_master_volume := TrackCurve.new(100.0/255.0) # [0.0, 1.0] for now
var curve_master_tempo := TrackCurve.new(120.0) # bpm is too big, need pulses per second
var curve_channel_pans := []
for channel in self.num_tracks:
var curve_velocity := TrackCurve.new(100.0/255.0) # [0.0, 1.0] for now
var curve_pan := TrackCurve.new() # [-1.0, 1.0] for now
var channel_note_events = []
var track: Array = self.tracks[channel]
var l := len(track)
var p := 0 # current pulse
if l == 0: # Empty channel, move on
all_note_events.append(channel_note_events)
curve_channel_pans.append(curve_pan)
continue
# var num_notes: int = 0
var current_instrument := 0
var current_octave := 5
var current_transpose := 0
# var current_velocity := 100
var current_adsr_attack := 0
var current_adsr_decay := 0
var current_adsr_sustain := 0
var current_adsr_release := 0
# First, check if it ends in a GOTO, then store the program counter of the destination
var infinite_loop_target_program_counter = -1
var infinite_loop_target_pulse = -1
if track[-1][0] == EventType.GOTO:
infinite_loop_target_program_counter = track[-1][1]
var program_counter := 0
while true: #num_notes < MAX_NOTE_EVENTS:
if program_counter >= l:
break
if program_counter == infinite_loop_target_program_counter:
infinite_loop_target_pulse = p
var event = track[program_counter]
program_counter += 1
match event[0]: # Control codes
EventType.GOTO: # This is a preprocessed event list, so GOTO is a final infinite loop marker
var note_event = NoteEvent.new()
note_event.p_start = p
note_event.p_end = infinite_loop_target_pulse # Fake final note event using p_start > p_end to encode the infinite jump back loop.
# Note that event[1] points to an Event, not a NoteEvent, not a Pulse, so we looked it up earlier
channel_note_events.append(note_event)
break
EventType.MASTER_VOLUME:
curve_master_volume.add_point(p, event[1]/255.0, false)
EventType.TEMPO:
var new_tempo = music.tempo_to_seconds_per_pulse(event[1])
curve_master_tempo.add_point(p, new_tempo, false)
EventType.TEMPO_SLIDE:
var old_tempo = curve_master_tempo.get_pulse(p)
var new_tempo = music.tempo_to_seconds_per_pulse(event[2])
var slide_duration: int = event[1] # TODO: work out how this is scaled
curve_master_tempo.add_point(p, old_tempo, true)
curve_master_tempo.add_point(p + slide_duration, new_tempo, false)
EventType.NOTE:
var note = event[1]
var duration = event[2]
if note >= 0: # Don't shift or play rests
note += (12 * current_octave) + current_transpose
var note_event = NoteEvent.new()
note_event.p_start = p
note_event.p_end = p + duration
note_event.instrument = current_instrument
note_event.pitch = note # pitch_idx #* self.channel_fine_tuning[channel]
note_event.velocity = curve_velocity.get_pulse(p) # current_velocity
note_event.adsr_attack = current_adsr_attack
note_event.adsr_decay = current_adsr_decay
note_event.adsr_sustain = current_adsr_sustain
note_event.adsr_release = current_adsr_release
channel_note_events.append(note_event)
# num_notes += 1
p += duration
EventType.VOLUME:
var new_velocity: float = event[1]/255.0
curve_velocity.add_point(p, new_velocity, false)
EventType.VOLUME_SLIDE: # TODO: implement slides
var old_velocity = curve_velocity.get_pulse(p)
var slide_duration: int = event[1]
var new_velocity: float = event[2]/255.0
curve_velocity.add_point(p, old_velocity, true)
curve_velocity.add_point(p + slide_duration, new_velocity, false)
EventType.PAN:
var new_pan = 1.0 - event[1]/127.5
curve_pan.add_point(p, new_pan, false)
EventType.PAN_SLIDE: # TODO: implement slides
var old_pan = curve_pan.get_pulse(p)
var new_pan = 1.0 - event[2]/127.5
var slide_duration: int = event[1] # TODO: work out how slides are scaled
curve_pan.add_point(p, old_pan, true)
curve_pan.add_point(p + slide_duration, new_pan, false)
EventType.PITCH_SLIDE: # TODO: implement slides
var slide_duration: int = event[1]
var target_pitch: int = event[2] # Signed
EventType.OCTAVE:
current_octave = event[1]
EventType.OCTAVE_UP:
current_octave += 1
EventType.OCTAVE_DOWN:
current_octave -= 1
EventType.TRANSPOSE_ABS:
current_transpose = event[1]
EventType.TRANSPOSE_REL:
current_transpose += event[1]
EventType.TUNING:
var fine_tune: int = event[1]
var scale: float
if fine_tune < 0x80:
scale = 1.0 + fine_tune/255.0
else:
scale = fine_tune/255.0
self.channel_fine_tuning[channel] = scale
EventType.PROGCHANGE:
var event_idx = event[1]-0x20
if event_idx >= 0:
current_instrument = inst_map[event_idx] - 1
EventType.ADSR_ATTACK:
current_adsr_attack = event[1]
EventType.ADSR_DECAY:
current_adsr_decay = event[1]
EventType.ADSR_SUSTAIN:
current_adsr_sustain = event[1]
EventType.ADSR_RELEASE:
current_adsr_release = event[1]
EventType.ADSR_DEFAULT: # TODO - grab instrument envelope
current_adsr_attack = 0
current_adsr_decay = 0
current_adsr_sustain = 0
current_adsr_release = 0
EventType.VIBRATO_ON:
self.channel_vibrato_delay[channel] = event[1]
self.channel_vibrato_rate[channel] = event[2]
self.channel_vibrato_depth[channel] = event[3]
self.channel_vibrato_on[channel] = 1
EventType.VIBRATO_OFF:
self.channel_vibrato_on[channel] = 0
EventType.TREMOLO_ON:
self.channel_tremolo_delay[channel] = event[1]
self.channel_tremolo_rate[channel] = event[2]
self.channel_tremolo_depth[channel] = event[3]
self.channel_tremolo_on[channel] = 1
EventType.TREMOLO_OFF:
self.channel_tremolo_on[channel] = 0
EventType.PAN_LFO_ON:
self.channel_pan_lfo_depth[channel] = event[1]
self.channel_pan_lfo_rate[channel] = event[2]
self.channel_pan_lfo_on[channel] = 1
EventType.PAN_LFO_OFF:
self.channel_pan_lfo_on[channel] = 0
EventType.NOISE_FREQ:
self.channel_noise_freq[channel] = event[1]
EventType.NOISE_ON:
self.channel_noise_on[channel] = 1
EventType.NOISE_OFF:
self.channel_noise_on[channel] = 0
EventType.PITCHMOD_ON:
self.channel_pitchmod_on[channel] = 1
EventType.PITCHMOD_OFF:
self.channel_pitchmod_on[channel] = 0
EventType.ECHO_ON:
self.channel_echo_on[channel] = 1
EventType.ECHO_OFF:
self.channel_echo_on[channel] = 0
EventType.ECHO_VOLUME:
self.channel_echo_volume[channel] = event[1]
EventType.ECHO_VOLUME_SLIDE: # TODO: implement slides
self.channel_echo_volume[channel] = event[2]
var slide_duration: int = event[1]
EventType.ECHO_FEEDBACK_FIR: # TODO
var feedback: int = event[1]
var filterIndex: int = event[2]
EventType.END:
break
_:
break
# End of track
all_note_events.append(channel_note_events)
curve_channel_pans.append(curve_pan)
# Integrate tempo so we can get a pulse->time mapping
curve_master_tempo.bake_integrals()
# Find the longest channel
var channel_loop_p_returns = PoolIntArray()
var channel_loop_p_lengths = PoolIntArray()
var longest_channel_idx = 0
var longest_channel_p_end = 0
for channel in self.num_tracks:
if all_note_events[channel].empty():
channel_loop_p_returns.append(-1)
continue
var note_event: NoteEvent = all_note_events[channel][-1]
var p_end = note_event.p_end
if p_end < note_event.p_start:
# Ends on infinite loop
channel_loop_p_returns.append(p_end)
channel_loop_p_lengths.append(note_event.p_start - p_end)
p_end = note_event.p_start
else:
channel_loop_p_returns.append(-1)
if p_end > longest_channel_p_end:
longest_channel_p_end = p_end
longest_channel_idx = channel
var target_pulse_length = longest_channel_p_end + 200
var target_time_length = curve_master_tempo.get_integral(target_pulse_length)
# Second pass - encode the notes with the now-known global tempo and volume curves
var data := PoolByteArray()
for channel in self.num_tracks:
data += self.render_channel(channel, t_start, t_end, inst_map)
return data
var events = all_note_events[channel]
var loop_return_note_event_idx = -1
var loop_return_p = channel_loop_p_returns[channel]
var curve_pan: TrackCurve = curve_channel_pans[channel]
var midi_events_bytes_t_start := StreamPeerBuffer.new()
var midi_events_bytes_t_end := StreamPeerBuffer.new()
var midi_events_bytes3 := StreamPeerBuffer.new()
var midi_events_bytes_adsr := StreamPeerBuffer.new()
var num_notes: int = 0
var event_ptr := 0
var l_events := len(events)
var loop_p_offset := 0
for i in MAX_NOTE_EVENTS:
if event_ptr >= l_events:
break
if (loop_return_p >= 0) and event_ptr == l_events-1:
event_ptr = loop_return_note_event_idx
loop_p_offset += channel_loop_p_lengths[channel]
var event: NoteEvent = events[event_ptr]
var p = event.p_start
if loop_return_note_event_idx < 0 and p >= loop_return_p:
loop_return_note_event_idx = event_ptr
midi_events_bytes_t_start.put_32(int(curve_master_tempo.get_integral(p + loop_p_offset) * 32000))
midi_events_bytes_t_end.put_32(int(curve_master_tempo.get_integral(event.p_end + loop_p_offset) * 32000)) # t_end
midi_events_bytes3.put_u8(event.instrument)
midi_events_bytes3.put_u8(event.pitch)
midi_events_bytes3.put_u8(int(event.velocity * curve_master_volume.get_pulse(p) * 255.0)) # velocity
midi_events_bytes3.put_u8(int((curve_pan.get_pulse(p)+1.0) * 127.5)) # pan
midi_events_bytes_adsr.put_u8(event.adsr_attack)
midi_events_bytes_adsr.put_u8(event.adsr_decay)
midi_events_bytes_adsr.put_u8(event.adsr_sustain)
midi_events_bytes_adsr.put_u8(event.adsr_release)
event_ptr += 1
num_notes += 1
# Fill up end of notes array with dummies
for i in range(num_notes, MAX_NOTE_EVENTS):
midi_events_bytes_t_start.put_32(0x0FFFFFFF)
midi_events_bytes_t_end.put_32(0x0FFFFFFF)
midi_events_bytes3.put_32(0)
midi_events_bytes_adsr.put_32(0)
data += midi_events_bytes_t_start.data_array + midi_events_bytes_t_end.data_array + midi_events_bytes3.data_array + midi_events_bytes_adsr.data_array
return [data, target_time_length]

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@ -108,6 +108,13 @@ static func tempo_to_bpm(tempo_byte: int) -> float:
return 1.0
return (tempo_byte / 255.0) * 60000000.0 / 216000.0 # VGMTrans uses /256.0 but I don't trust that
# bpm * ppqn = ppm (pulses per minute)
# ppm / 60 = pps (pulses per second)
# 1/pps = seconds per pulse
static func tempo_to_seconds_per_pulse(tempo_byte: int) -> float:
# 125 * TIMER0_FREQUENCY = 4500
return 4500.0 / (1000000.0 * tempo_byte / 255.0)
static func get_int_array(size: int) -> PoolIntArray:
var array := PoolIntArray()
array.resize(size)

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@ -190,21 +190,22 @@ vec4 render_song(int smp) {
int smp_attack = int(attack) * 2; // Max value is 131072 samples = 4.096 seconds
// For now, just branch this
int smp_overrun = smp - smp_end; // 256 samples of linear decay to 0 after note_off
smp_overrun = (smp_overrun < 0) ? 0 : smp_overrun;
if (smp_overrun < 256) {
float t_start = float(smp_start)/output_mixrate;
float attack_factor = min(float(smp - smp_start)/float(smp_attack), 1.0);
float release_factor = float(255-smp_overrun)/255.0; // 256 samples of linear decay to 0 after note_off
float samp = get_instrument_sample(instrument_idx, pitch_idx, t-t_start);
samp *= velocity * attack_factor * release_factor;
// TODO: proper decay and sustain, revisit release
downmixed_stereo += samp * vec2(1.0-pan, pan) * 0.5; // TODO: double it to maintain the mono level on each channel at center=0.5?
if (smp_start < smp) { // First sample may not start at zero!
int smp_overrun = smp - smp_end; // 256 samples of linear decay to 0 after note_off
smp_overrun = (smp_overrun < 0) ? 0 : smp_overrun;
if (smp_overrun < 256) {
float t_start = float(smp_start)/output_mixrate;
float attack_factor = min(float(smp - smp_start)/float(smp_attack), 1.0);
float release_factor = float(255-smp_overrun)/255.0; // 256 samples of linear decay to 0 after note_off
float samp = get_instrument_sample(instrument_idx, pitch_idx, t-t_start);
samp *= velocity * attack_factor * release_factor;
// TODO: proper decay and sustain, revisit release
downmixed_stereo += samp * vec2(1.0-pan, pan) * 0.5; // TODO: double it to maintain the mono level on each channel at center=0.5?
}
}
}
// Convert the stereo float audio to S16LE
return vec4(pack_float_to_int16(downmixed_stereo.x), pack_float_to_int16(downmixed_stereo.y));
// return vec4(pack_float_to_int16(downmixed_stereo.x), pack_float_to_int16(mod(t, 2.0)-1.0));
}
void fragment() {
@ -215,30 +216,3 @@ void fragment() {
ivec2 xy = ivec2(trunc(uv*TEX_SIZE));
COLOR.xyzw = render_song(xy.x + (xy.y*INT_TEX_SIZE));
}
// const int MAX_TEMPO_EVENTS = 256;
// const int NUM_TEMPO_PROBES = 8; // log2(MAX_TEMPO_EVENTS)
// Because tempo is dynamic, it will need to be encoded into a header in song_texture
// // Binary search the first row for tempo information
// float tempo_idx = 0.0;
// vec4 tempo_event;
// float t_start;
// for (int i = 0; i < NUM_TEMPO_PROBES; i++) {
// float step_size = exp2(float(NUM_TEMPO_PROBES - i - 1));
// tempo_event = get_midi_texel(tempo_idx + step_size, 0.0);
// t_start = tempo_event.x;
// tempo_idx += (t >= t_start) ? step_size : 0.0;
// }
// float beat_start = tempo_event.y;
// float tempo_start = tempo_event.z;
// float tempo_end = tempo_event.w; // For tempo slides
// vec4 next_tempo_event = get_midi_texel(tempo_idx + 1.0, 0.0);
// float t_end = next_tempo_event.x;
// float beat_end = next_tempo_event.y;
// // Use the tempo information to convert wall time to beat time
// float t0 = t - t_start;
// float t_length = t_end - t_start;
// float tempo_section_progression = t0 / t_length;
// float tempo_at_t = mix(tempo_start, tempo_end, tempo_section_progression);
// float current_beat = beat_start + (t0 * (tempo_start+tempo_at_t) * 0.5); // Use the average tempo across the period to turn integration into area of a rectangle
// Now that we have our position on the beatmap,

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@ -3,35 +3,36 @@ extends Control
const INPUT_TEX_WIDTH := 2048
const INPUT_FORMAT := Image.FORMAT_RGBA8 # Image.FORMAT_LA8
const INPUT_BYTES_PER_TEXEL := 4 # 2
const OUTPUT_BYTES_PER_TEXEL := 4
const OUTPUT_WIDTH := 4096
const QUAD_COLOR := PoolColorArray([Color.white, Color.white, Color.white, Color.white])
var viewport: Viewport
var render_queue: Array # of Images
var result_queue: Array # of PoolByteArrays
var current_image: Image
var current_tex: ImageTexture # Needed to prevent GC before draw
var waiting_for_viewport: bool
var waiting_for_viewport: int
var done_first_draw: bool
func _ready() -> void:
self.viewport = get_parent()
self.render_queue = []
self.result_queue = []
self.waiting_for_viewport = false
self.waiting_for_viewport = 0
self.done_first_draw = false
self.current_image = Image.new()
self.current_tex = ImageTexture.new()
func push_image(img: Image) -> void:
self.render_queue.append(img)
func push_image(img: Image, uv_rows: int = 4096) -> void:
self.render_queue.append([img, uv_rows])
func push_bytes(data: PoolByteArray) -> void:
func push_bytes(data: PoolByteArray, uv_rows: int = 4096) -> void:
# print(data.subarray(0, 15))
var rows = int(pow(2, ceil(log((len(data)/INPUT_BYTES_PER_TEXEL) / INPUT_TEX_WIDTH)/log(2))))
var target_length = rows * INPUT_BYTES_PER_TEXEL * INPUT_FORMAT
while len(data) < target_length: # This is inefficient, but this function should be called with pre-padded data anyway
data.append(0)
self.current_image.create_from_data(INPUT_TEX_WIDTH, rows, false, INPUT_FORMAT, data)
self.render_queue.append(self.current_image)
var image := Image.new()
image.create_from_data(INPUT_TEX_WIDTH, rows, false, INPUT_FORMAT, data)
self.render_queue.append([image, uv_rows])
func _process(_delta) -> void:
update()
@ -51,22 +52,27 @@ func _draw() -> void:
return
# Draw the next ImageTexture
self.current_image = self.render_queue.pop_front()
self.current_tex.create_from_image(self.current_image, 0)
var image_and_uv_rows = self.render_queue.pop_front()
self.current_tex.create_from_image(image_and_uv_rows[0], 0)
self.material.set_shader_param('midi_events', self.current_tex)
self.material.set_shader_param('midi_events_size', self.current_tex.get_size())
# draw_texture(self.current_tex, Vector2.ZERO)
draw_texture(self.viewport.get_texture(), Vector2.ZERO)
# draw_rect(Rect2(0, 0, OUTPUT_WIDTH, OUTPUT_WIDTH), Color.white)
self.waiting_for_viewport = true # Grab the result next draw
var uv_rows: int = image_and_uv_rows[1]
var uv_rows_inv: int = 4096 - uv_rows
var uv_v: float = uv_rows / float(OUTPUT_WIDTH)
var points := PoolVector2Array([Vector2(0, uv_rows_inv), Vector2(OUTPUT_WIDTH, uv_rows_inv), Vector2(OUTPUT_WIDTH, OUTPUT_WIDTH), Vector2(0, OUTPUT_WIDTH)])
var uvs := PoolVector2Array([Vector2(0, 1-uv_v), Vector2(1, 1-uv_v), Vector2(1, 1), Vector2(0, 1)])
draw_primitive(points, QUAD_COLOR, uvs, self.current_tex)
self.waiting_for_viewport = uv_rows # Grab the result next draw
func get_result() -> void:
var result_texture := self.viewport.get_texture()
var result_image := result_texture.get_data()
var result_bytes := result_image.get_data()
var result_byte_count := waiting_for_viewport * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL
result_bytes.resize(result_byte_count)
self.result_queue.append(result_bytes)
self.waiting_for_viewport = false
self.waiting_for_viewport = 0
# # Debugging: compare a sequence of all the possible 16bit integers
# print_debug('result_image format is %d and has size'%result_image.get_format(), result_image.get_size(), result_bytes.subarray(0, 11))

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@ -128,6 +128,7 @@ func _ready() -> void:
self.test_rendering()
onready var audio_renderer := $'%audio_renderer'
onready var load_start_tick := Time.get_ticks_msec()
func test_rendering() -> void:
SoundLoader.samples_to_texture()
audio_renderer.material.set_shader_param('instrument_samples', SoundLoader.samples_tex)
@ -149,10 +150,14 @@ func test_rendering() -> void:
# midi_events_bytes3.put_u8(i%256) # pan
midi_events_bytes4.put_32(0) # ADSR
var channel_data = midi_events_bytes.data_array + midi_events_bytes2.data_array + midi_events_bytes3.data_array + midi_events_bytes4.data_array
var bgm_id := 0
var mp = MusicPlayer.new(bgm_tracksets[bgm_id], self.inst_sample_map)
channel_data = mp.render_channels(0, 540, RomLoader.snes_data.bgm_instrument_indices[bgm_id])
audio_renderer.push_bytes(channel_data) # + channel_data + channel_data + channel_data + channel_data + channel_data + channel_data + channel_data)
for bgm_id in 64:
var mp = MusicPlayer.new(bgm_tracksets[bgm_id], self.inst_sample_map)
var data_and_target_time = mp.render_channels(0, 540, RomLoader.snes_data.bgm_instrument_indices[bgm_id])
channel_data = data_and_target_time[0]
var target_time = data_and_target_time[1]
var target_samples = target_time * 32000
var target_rows = ceil(target_samples/4096.0)
audio_renderer.push_bytes(channel_data, target_rows) # + channel_data + channel_data + channel_data + channel_data + channel_data + channel_data + channel_data)
# var test_payload := PoolByteArray()
# test_payload.resize(4096*4096*2)
@ -169,15 +174,18 @@ func test_rendering() -> void:
func _process(_delta):
update()
var current_rendered_bgm := 0
func _draw() -> void:
if audio_renderer.waiting_for_viewport:
audio_renderer.get_result()
var result = audio_renderer.result_queue[0]
var result = audio_renderer.result_queue.pop_back()
var rendered_audio := AudioStreamSample.new()
rendered_audio.data = result #.subarray(0, (4*120*32000) - 1)
rendered_audio.stereo = true
rendered_audio.mix_rate = 32000
rendered_audio.format = AudioStreamSample.FORMAT_16_BITS
var error = rendered_audio.save_to_wav('output/rendered_audio.wav')
print(error)
var error = rendered_audio.save_to_wav('output/rendered_bgm_%02d.wav'%current_rendered_bgm)
print('@%dms - Saved render of BGM%02d (error code %s)' % [Time.get_ticks_msec() - load_start_tick, current_rendered_bgm, globals.ERROR_CODE_STRINGS[error]])
# print('@%dms - Rendered BGM%02d without saving' % [Time.get_ticks_msec() - load_start_tick, current_rendered_bgm])
current_rendered_bgm += 1
pass

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@ -1,21 +1,23 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=7 format=2]
[ext_resource path="res://test/audio_system.gd" type="Script" id=1]
[ext_resource path="res://theme/menu_theme.tres" type="Theme" id=2]
[ext_resource path="res://test/audio_renderer.gd" type="Script" id=3]
[ext_resource path="res://shaders/audio_renderer.gdshader" type="Shader" id=4]
[sub_resource type="Curve" id=3]
_data = [ Vector2( 0, 0 ), 0.0, 2.46705, 0, 1, Vector2( 0.335329, 0.827273 ), 2.46705, -1.6562, 1, 1, Vector2( 0.631737, 0.336364 ), -1.6562, 1.80207, 1, 1, Vector2( 1, 1 ), 1.80207, 0.0, 1, 0 ]
[sub_resource type="ShaderMaterial" id=2]
shader = ExtResource( 4 )
shader_param/instrument_samples_size = Vector2( 2048, 128 )
shader_param/instrument_row_padding = 3.0
shader_param/instrument_row_payload = 2042.0
shader_param/reference_note = 71.0
shader_param/output_mixrate = 32000.0
shader_param/midi_events_size = Vector2( 2048, 16 )
[node name="audio_system" type="Node2D"]
script = ExtResource( 1 )
curve = SubResource( 3 )
[node name="viewport_audio_renderer" type="Viewport" parent="."]
size = Vector2( 4096, 4096 )