Initial commit: InstaDrums VST3 drum sampler plugin
- 12-pad drum sampler with 4x3 grid (expandable by 4) - Velocity layers with round-robin (Salamander-style filename parsing) - Rhythm Engine-style GUI: pad grid (left), sample editor (right top), FX panel (right bottom), master panel (bottom) - Waveform thumbnails on pads + large waveform in sample editor - ADSR envelope, pitch, pan per pad - Drag & drop sample/folder loading - Kit save/load (.drumkit XML presets) - Load Folder with smart name matching (kick, snare, hihat, etc.) - Choke groups, one-shot/polyphonic mode - Dark modern LookAndFeel with neon accent colors - Built with JUCE framework, CMake, MSVC 2022 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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106
Source/WaveformDisplay.cpp
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106
Source/WaveformDisplay.cpp
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#include "WaveformDisplay.h"
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#include "LookAndFeel.h"
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WaveformDisplay::WaveformDisplay() {}
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void WaveformDisplay::setBuffer (const juce::AudioBuffer<float>* buffer, double sampleRate)
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{
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audioBuffer = buffer;
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bufferSampleRate = sampleRate;
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repaint();
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}
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void WaveformDisplay::paint (juce::Graphics& g)
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{
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auto bounds = getLocalBounds().toFloat();
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// Background
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g.setColour (InstaDrumsLookAndFeel::bgDark.darker (0.3f));
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g.fillRoundedRectangle (bounds, 4.0f);
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if (audioBuffer == nullptr || audioBuffer->getNumSamples() == 0)
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return;
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const int numSamples = audioBuffer->getNumSamples();
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const int startSample = (int) (startPos * numSamples);
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const int endSample = (int) (endPos * numSamples);
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const int visibleSamples = std::max (1, endSample - startSample);
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const float width = bounds.getWidth();
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const float height = bounds.getHeight();
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const float midY = bounds.getCentreY();
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// Draw waveform
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juce::Path wavePath;
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const float* data = audioBuffer->getReadPointer (0);
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for (int x = 0; x < (int) width; ++x)
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{
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int sampleIndex = startSample + (int) ((float) x / width * visibleSamples);
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sampleIndex = juce::jlimit (0, numSamples - 1, sampleIndex);
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// Find min/max in a small range for better visualization
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int blockSize = std::max (1, visibleSamples / (int) width);
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float minVal = 1.0f, maxVal = -1.0f;
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for (int j = 0; j < blockSize && (sampleIndex + j) < numSamples; ++j)
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{
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float v = data[sampleIndex + j];
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minVal = std::min (minVal, v);
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maxVal = std::max (maxVal, v);
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}
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float topY = midY - maxVal * (height * 0.45f);
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float botY = midY - minVal * (height * 0.45f);
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if (x == 0)
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wavePath.startNewSubPath ((float) x + bounds.getX(), topY);
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wavePath.lineTo ((float) x + bounds.getX(), topY);
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if (x == (int) width - 1)
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{
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// Close the path by going back along bottom
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for (int bx = (int) width - 1; bx >= 0; --bx)
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{
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int si = startSample + (int) ((float) bx / width * visibleSamples);
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si = juce::jlimit (0, numSamples - 1, si);
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float mn = 1.0f;
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for (int j = 0; j < blockSize && (si + j) < numSamples; ++j)
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mn = std::min (mn, data[si + j]);
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float by = midY - mn * (height * 0.45f);
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wavePath.lineTo ((float) bx + bounds.getX(), by);
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}
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wavePath.closeSubPath();
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}
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}
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// Fill waveform
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g.setColour (waveColour.withAlpha (0.5f));
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g.fillPath (wavePath);
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g.setColour (waveColour.withAlpha (0.9f));
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g.strokePath (wavePath, juce::PathStrokeType (1.0f));
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// Draw ADSR overlay
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if (showADSR)
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{
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float totalSeconds = (float) numSamples / (float) bufferSampleRate;
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float ax = adsrA / totalSeconds;
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float dx = adsrD / totalSeconds;
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float sx = 0.4f; // sustain portion
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float rx = adsrR / totalSeconds;
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float total = ax + dx + sx + rx;
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// Normalize to width
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juce::Path adsrPath;
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float x0 = bounds.getX();
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float w = bounds.getWidth();
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adsrPath.startNewSubPath (x0, bounds.getBottom());
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adsrPath.lineTo (x0 + (ax / total) * w, bounds.getY() + 4); // attack peak
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adsrPath.lineTo (x0 + ((ax + dx) / total) * w, midY - (adsrS - 0.5f) * height * 0.8f); // decay to sustain
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adsrPath.lineTo (x0 + ((ax + dx + sx) / total) * w, midY - (adsrS - 0.5f) * height * 0.8f); // sustain hold
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adsrPath.lineTo (x0 + w, bounds.getBottom()); // release to 0
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g.setColour (InstaDrumsLookAndFeel::accent.withAlpha (0.7f));
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g.strokePath (adsrPath, juce::PathStrokeType (2.0f));
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}
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}
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