- 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>
386 sor
12 KiB
C++
386 sor
12 KiB
C++
#include "DrumPad.h"
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DrumPad::DrumPad() {}
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DrumPad::~DrumPad() {}
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void DrumPad::prepareToPlay (double sr, int /*samplesPerBlock*/)
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{
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sampleRate = sr;
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}
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void DrumPad::releaseResources()
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{
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playing = false;
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activeSample = nullptr;
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envStage = EnvelopeStage::Idle;
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envLevel = 0.0f;
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}
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// ============================================================
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// Velocity tag parsing from Salamander-style filenames
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// Tags: Ghost, PP, P, MP, F, FF
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// ============================================================
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float DrumPad::velocityTagToLow (const juce::String& tag)
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{
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if (tag == "Ghost") return 0.0f;
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if (tag == "PP") return 0.05f;
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if (tag == "P") return 0.15f;
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if (tag == "MP") return 0.35f;
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if (tag == "F") return 0.55f;
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if (tag == "FF") return 0.80f;
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return 0.0f;
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}
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float DrumPad::velocityTagToHigh (const juce::String& tag)
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{
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if (tag == "Ghost") return 0.05f;
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if (tag == "PP") return 0.15f;
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if (tag == "P") return 0.35f;
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if (tag == "MP") return 0.55f;
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if (tag == "F") return 0.80f;
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if (tag == "FF") return 1.0f;
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return 1.0f;
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}
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// ============================================================
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// Single sample loading (one layer, full velocity range)
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// ============================================================
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void DrumPad::loadSample (const juce::File& file, juce::AudioFormatManager& formatManager)
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{
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std::unique_ptr<juce::AudioFormatReader> reader (formatManager.createReaderFor (file));
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if (reader == nullptr) return;
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layers.clear();
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activeSample = nullptr;
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auto* layer = new VelocityLayer();
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layer->velocityLow = 0.0f;
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layer->velocityHigh = 1.0f;
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auto* sample = new Sample();
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sample->buffer.setSize ((int) reader->numChannels, (int) reader->lengthInSamples);
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reader->read (&sample->buffer, 0, (int) reader->lengthInSamples, 0, true, true);
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sample->sampleRate = reader->sampleRate;
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sample->file = file;
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layer->samples.add (sample);
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layers.add (layer);
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loadedFileName = file.getFileName();
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loadedFile = file;
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readPosition = 0.0;
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playing = false;
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}
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// ============================================================
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// Velocity layer loading from folder
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// Expects filenames like: snare_OH_FF_1.flac, snare_OH_Ghost_3.flac
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// Groups by velocity tag, each group becomes round-robin variations
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// ============================================================
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void DrumPad::loadLayersFromFolder (const juce::File& folder, juce::AudioFormatManager& formatManager)
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{
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if (! folder.isDirectory()) return;
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layers.clear();
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activeSample = nullptr;
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// Collect audio files
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juce::Array<juce::File> audioFiles;
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for (auto& f : folder.findChildFiles (juce::File::findFiles, false))
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{
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auto ext = f.getFileExtension().toLowerCase();
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if (ext == ".wav" || ext == ".aiff" || ext == ".aif" || ext == ".flac"
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|| ext == ".ogg" || ext == ".mp3")
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audioFiles.add (f);
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}
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if (audioFiles.isEmpty()) return;
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// Known velocity tags to look for in filenames
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static const juce::StringArray velocityTags = { "Ghost", "PP", "P", "MP", "F", "FF" };
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// Group files by velocity tag
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std::map<juce::String, juce::Array<juce::File>> groups;
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for (auto& file : audioFiles)
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{
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auto nameNoExt = file.getFileNameWithoutExtension();
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// Split by underscore and look for velocity tags
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juce::String foundTag = "FF"; // default if no tag found
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auto parts = juce::StringArray::fromTokens (nameNoExt, "_", "");
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for (auto& part : parts)
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{
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if (velocityTags.contains (part))
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{
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foundTag = part;
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break;
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}
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}
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groups[foundTag].add (file);
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}
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// If only one group found with no velocity differentiation, treat as single layer
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if (groups.size() == 1 && groups.begin()->first == "FF")
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{
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// All files are round-robin for a single full-velocity layer
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auto* layer = new VelocityLayer();
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layer->velocityLow = 0.0f;
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layer->velocityHigh = 1.0f;
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for (auto& file : groups.begin()->second)
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{
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std::unique_ptr<juce::AudioFormatReader> reader (formatManager.createReaderFor (file));
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if (reader != nullptr)
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{
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auto* sample = new Sample();
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sample->buffer.setSize ((int) reader->numChannels, (int) reader->lengthInSamples);
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reader->read (&sample->buffer, 0, (int) reader->lengthInSamples, 0, true, true);
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sample->sampleRate = reader->sampleRate;
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sample->file = file;
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layer->samples.add (sample);
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}
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}
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if (! layer->samples.isEmpty())
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layers.add (layer);
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}
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else
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{
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// Multiple velocity groups — create one layer per group
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for (auto& [tag, files] : groups)
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{
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auto* layer = new VelocityLayer();
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layer->velocityLow = velocityTagToLow (tag);
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layer->velocityHigh = velocityTagToHigh (tag);
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files.sort();
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for (auto& file : files)
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{
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std::unique_ptr<juce::AudioFormatReader> reader (formatManager.createReaderFor (file));
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if (reader != nullptr)
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{
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auto* sample = new Sample();
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sample->buffer.setSize ((int) reader->numChannels, (int) reader->lengthInSamples);
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reader->read (&sample->buffer, 0, (int) reader->lengthInSamples, 0, true, true);
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sample->sampleRate = reader->sampleRate;
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sample->file = file;
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layer->samples.add (sample);
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}
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}
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if (! layer->samples.isEmpty())
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layers.add (layer);
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}
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}
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// Sort layers by velocity range
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std::sort (layers.begin(), layers.end(),
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[] (const VelocityLayer* a, const VelocityLayer* b)
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{ return a->velocityLow < b->velocityLow; });
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loadedFileName = folder.getFileName() + " (" + juce::String (layers.size()) + " layers)";
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loadedFile = folder;
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readPosition = 0.0;
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playing = false;
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}
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// ============================================================
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// State queries
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// ============================================================
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bool DrumPad::hasSample() const
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{
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for (auto* layer : layers)
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if (! layer->samples.isEmpty())
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return true;
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return false;
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}
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const juce::AudioBuffer<float>& DrumPad::getSampleBuffer() const
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{
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if (activeSample != nullptr)
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return activeSample->buffer;
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// Return first available sample buffer for waveform display
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for (auto* layer : layers)
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if (! layer->samples.isEmpty())
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return layer->samples[0]->buffer;
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return emptyBuffer;
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}
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// ============================================================
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// Velocity layer selection
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// ============================================================
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DrumPad::VelocityLayer* DrumPad::findLayerForVelocity (float velocity)
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{
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// Find the layer whose range contains this velocity
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for (auto* layer : layers)
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if (velocity >= layer->velocityLow && velocity <= layer->velocityHigh)
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return layer;
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// Fallback: closest layer
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VelocityLayer* closest = nullptr;
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float minDist = 2.0f;
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for (auto* layer : layers)
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{
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float mid = (layer->velocityLow + layer->velocityHigh) * 0.5f;
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float dist = std::abs (velocity - mid);
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if (dist < minDist)
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{
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minDist = dist;
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closest = layer;
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}
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}
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return closest;
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}
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// ============================================================
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// Trigger / Stop
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// ============================================================
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void DrumPad::trigger (float velocity)
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{
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if (! hasSample()) return;
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auto* layer = findLayerForVelocity (velocity);
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if (layer == nullptr) return;
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activeSample = layer->getNextSample();
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if (activeSample == nullptr) return;
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currentVelocity = velocity;
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readPosition = 0.0;
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envStage = EnvelopeStage::Attack;
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envLevel = 0.0f;
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playing = true;
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}
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void DrumPad::stop()
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{
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if (playing)
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envStage = EnvelopeStage::Release;
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}
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// ============================================================
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// ADSR Envelope
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// ============================================================
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void DrumPad::advanceEnvelope()
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{
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float attackSamples = std::max (1.0f, attack * (float) sampleRate);
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float decaySamples = std::max (1.0f, decay * (float) sampleRate);
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float releaseSamples = std::max (1.0f, release * (float) sampleRate);
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switch (envStage)
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{
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case EnvelopeStage::Attack:
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envLevel += 1.0f / attackSamples;
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if (envLevel >= 1.0f)
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{
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envLevel = 1.0f;
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envStage = EnvelopeStage::Decay;
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}
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break;
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case EnvelopeStage::Decay:
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envLevel -= (1.0f - sustain) / decaySamples;
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if (envLevel <= sustain)
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{
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envLevel = sustain;
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envStage = EnvelopeStage::Sustain;
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}
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break;
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case EnvelopeStage::Sustain:
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envLevel = sustain;
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break;
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case EnvelopeStage::Release:
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envLevel -= envLevel / releaseSamples;
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if (envLevel < 0.001f)
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{
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envLevel = 0.0f;
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envStage = EnvelopeStage::Idle;
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playing = false;
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}
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break;
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case EnvelopeStage::Idle:
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envLevel = 0.0f;
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break;
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}
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}
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// ============================================================
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// Audio rendering
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// ============================================================
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void DrumPad::renderNextBlock (juce::AudioBuffer<float>& outputBuffer, int startSample, int numSamples)
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{
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if (! playing || activeSample == nullptr)
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return;
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const auto& sampleBuffer = activeSample->buffer;
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const int sampleLength = sampleBuffer.getNumSamples();
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const int srcChannels = sampleBuffer.getNumChannels();
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const double sourceSR = activeSample->sampleRate;
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double pitchRatio = std::pow (2.0, (double) pitch / 12.0) * (sourceSR / sampleRate);
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// Constant power pan law
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float panPos = (pan + 1.0f) * 0.5f;
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float leftGain = std::cos (panPos * juce::MathConstants<float>::halfPi);
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float rightGain = std::sin (panPos * juce::MathConstants<float>::halfPi);
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for (int i = 0; i < numSamples; ++i)
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{
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if (! playing) break;
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int pos0 = (int) readPosition;
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if (pos0 >= sampleLength)
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{
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if (oneShot)
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{
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playing = false;
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envStage = EnvelopeStage::Idle;
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envLevel = 0.0f;
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activeSample = nullptr;
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break;
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}
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else
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{
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envStage = EnvelopeStage::Release;
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}
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}
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if (pos0 < sampleLength)
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{
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advanceEnvelope();
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float gain = volume * currentVelocity * envLevel;
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int pos1 = std::min (pos0 + 1, sampleLength - 1);
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float frac = (float) (readPosition - (double) pos0);
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for (int ch = 0; ch < outputBuffer.getNumChannels(); ++ch)
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{
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int srcCh = std::min (ch, srcChannels - 1);
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float s0 = sampleBuffer.getSample (srcCh, pos0);
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float s1 = sampleBuffer.getSample (srcCh, pos1);
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float sampleVal = s0 + frac * (s1 - s0);
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float channelGain = (ch == 0) ? leftGain : rightGain;
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outputBuffer.addSample (ch, startSample + i, sampleVal * gain * channelGain);
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}
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}
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readPosition += pitchRatio;
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}
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}
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