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/* -*- 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;
}
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