/* -*- Mode: c++ -*- */ /*************************************************************************** * velocityfilter.cc * * Sun May 12 16:01:41 CEST 2019 * Copyright 2019 André Nusser * andre.nusser@googlemail.com ****************************************************************************/ /* * This file is part of DrumGizmo. * * DrumGizmo is free software; you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * DrumGizmo is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with DrumGizmo; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. */ #include "velocityfilter.h" #include "random.h" #include "settings.h" VelocityFilter::VelocityFilter(Settings& settings, Random& random, Instruments const& instruments) : settings(settings), random(random), instruments(instruments) { } bool VelocityFilter::filter(event_t& event, size_t pos) { auto power_max = instruments[event.instrument]->getMaxPower(); auto power_min = instruments[event.instrument]->getMinPower(); float power_span = power_max - power_min; float mean = event.velocity - .5f/127.f; // XXX: this should actually be done when reading the events float stddev = settings.velocity_stddev.load(); // the 20.0f we determined empirically float lvl = power_min + random.normalDistribution(mean, stddev / 30.0f) * power_span; event.velocity = lvl; return true; }