extends Node """ 100% pure GDScript software Mod Player [Godot Mod Player] by あるる(きのもと 結衣) @arlez80 MIT License """ class_name ModPlayer, "icon.png" # ------------------------------------------------------- # 定数 const mod_master_bus_name:String = "arlez80_GModP_MASTER_BUS" const mod_channel_bus_name:String = "arlez80_GModP_CHANNEL_BUS%d" const default_mix_rate:int = 4144 const default_linear_mix_rate:int = 8363 const chip_speed:float = 50.0 const volume_table:PoolRealArray = PoolRealArray([ -144.0,-36.1,-30.1,-26.6,-24.1,-22.1,-20.6,-19.2,-18.1,-17,-16.1,-15.3,-14.5,-13.8,-13.2,-12.6,-12,-11.5,-11,-10.5,-10.1,-9.7,-9.3,-8.9,-8.5,-8.2,-7.8,-7.5,-7.2,-6.9,-6.6,-6.3,-6,-5.8,-5.5,-5.2,-5,-4.8,-4.5,-4.3,-4.1,-3.9,-3.7,-3.5,-3.3,-3.1,-2.9,-2.7,-2.5,-2.3,-2.1,-2,-1.8,-1.6,-1.5,-1.3,-1.2,-1,-0.9,-0.7,-0.6,-0.4,-0.3,-0.1,0.0 ]) # ----------------------------------------------------------------------------- # Signals signal note_on( channel_number, note ) signal looped # ----------------------------------------------------------------------------- # Classes class GodotModPlayerChannelAudioEffect: var ae_panner:AudioEffectPanner = null class GodotModPlayerInstrument: var source:Object # Mod.ModInstrument var array_ass:Array # AudioStreamSample[] class GodotModPlayerPitch: const center_key_freq:float = 856.0 var value:int # 現在値 var dest:int # 変化目標(ポルタメント用) var speed:int # 変化量(ポルタメント用) var arpeggio:Array # アルペジオリスト var arpeggio_count:int # アルペジオカウンタ var arpeggio_enabled:bool var linear_freq:bool = false func _init( ): self.value = 0 self.dest = 0 self.speed = 0 self.arpeggio = [0,0,0] self.arpeggio_count = 0 self.arpeggio_enabled = false func update( ): if self.dest < self.value: self.value -= self.speed if self.value < self.dest: self.value = self.dest self.speed = 0 elif self.value < self.dest: self.value += self.speed if self.dest < self.value: self.value = self.dest self.speed = 0 """ 現在のピッチスケールを得る @param with 加算値 @return 計算したピッチスケール """ func get_pitch_scale( with:int = 0 ) -> float: var v:int = self.value + with if self.arpeggio_enabled: v += self.arpeggio[self.arpeggio_count] self.arpeggio_count = ( self.arpeggio_count + 1 ) % 3 if self.linear_freq: return pow( 2.0, ( 4608 - v ) / 768.0 ) if v == 0: return 0.0001 return center_key_freq / v """ ファインピッチスケールを取得 @return 現在のファインピッチスケール """ func get_fine_pitch_scale( ) -> float: return pow( 2.0, ( self.value / 128.0 ) / 12.0 ) class GodotModPlayerEffect: var type:int = 0 var phase:int = 0 var speed:int = 0 var depth:int = 0 var depth_shift:int = 0 var value:int = 0 """ 更新 """ func update( ) -> void: var v:int = 0 match self.type: Mod.ModWaveFormType.SINE_WAVEFORM: # 正弦波 # TODO: そのうちPoolByteArrayのtableにでもしておく v = int( sin( self.phase * ( PI / 32.0 ) ) * 255.0 ) Mod.ModWaveFormType.SAW_WAVEFORM: # のこぎり v = 255 - ( ( self.phase + 0x20 ) & 0x3F ) * 8 Mod.ModWaveFormType.SQUARE_WAVEFORM: # 矩形波 v = 255 - ( self.phase & 0x20 ) * 16 Mod.ModWaveFormType.RAMDOM_WAVEFORM: # 乱数 v = self.rng.randi( 511 ) - 255 Mod.ModWaveFormType.REV_SAW_WAVEFORM: # 逆のこぎり v = ( ( self.phase + 0x20 ) & 0x3F ) * 8 self.phase += self.speed self.value = ( v * self.depth ) >> self.depth_shift class GodotModPlayerEnvelope: const Mod = preload( "Mod.gd" ) var source:Mod.ModEnvelope var frame:int = 0 var value:int = 0 var init_value:int = 0 var sustain:bool = false var enabled:bool = false """ ノートオン @param _source エンベロープデータ """ func note_on( _source:Mod.ModEnvelope ) -> void: self.source = _source self.sustain = true self.frame = 0 if self.source != null and self.source.enabled: self.value = self.source.points[0].value else: self.value = self.init_value """ ノートオフ """ func note_off( ) -> void: self.sustain = false """ 更新 """ func update( ) -> void: if self.source == null: self.value = self.init_value return self.enabled = self.source.enabled if not self.enabled: self.value = self.init_value return var current_point:int = 0 var prev_sum_frame:int = 0 var sum_frame:int = 0 var loop_start_frame:int = 0 for i in range( 1, self.source.point_count ): sum_frame += self.source.points[i].frame if self.source.loop_start_point == i: loop_start_frame = sum_frame if self.frame < sum_frame: var t:float = float( self.frame - prev_sum_frame ) / float( sum_frame - prev_sum_frame ) var s:float = 1.0 - t self.value = int( self.source.points[i-1].value * s + self.source.points[i].value * t ) break prev_sum_frame = sum_frame current_point = i if self.source.sustain_enabled and self.sustain and self.source.sustain_point == current_point: pass elif self.source.loop_enabled and self.source.loop_end_point == current_point: self.frame = loop_start_frame elif current_point == self.source.point_count and sum_frame < self.frame: self.frame = sum_frame else: self.frame += 1 class GodotModPlayerChannelStatus: const head_silent_second:float = 1.0 const gap_second:float = 44100.0 / 1024.0 / 1000.0 var source_inst:Object # Mod.ModInstrument var source_sample:Object # Mod.ModSample var asps:Array # AudioStreamPlayer[] var asp_switcher:int var channel_number:int var last_instrument:int = -1 var last_key_number:int = -1 var mute:bool var pitch:GodotModPlayerPitch var fine_pitch:GodotModPlayerPitch var relative_pitch:float = 1.0 var sample_number:int var volume:int var panning:int var amplified:int var fx_count:int var vibrato:GodotModPlayerEffect var tremolo:GodotModPlayerEffect var volume_env:GodotModPlayerEnvelope var panning_env:GodotModPlayerEnvelope var force_note_off:bool = false """ コンストラクタ @param _channel_number チャンネル番号 @param linear_freq 周波数指定が線形か? """ func _init( _channel_number:int, linear_freq:bool ): self.mute = false self.force_note_off = false self.channel_number = _channel_number self.panning = 128 for i in range( 2 ): var asp: = AudioStreamPlayer.new( ) asp.bus = mod_channel_bus_name % self.channel_number self.asps.append( asp ) self.asp_switcher = 0 self.pitch = GodotModPlayerPitch.new( ) self.fine_pitch = GodotModPlayerPitch.new( ) self.pitch.linear_freq = linear_freq self.fine_pitch.linear_freq = linear_freq self.vibrato = GodotModPlayerEffect.new( ) self.vibrato.depth_shift = 7 self.tremolo = GodotModPlayerEffect.new( ) self.tremolo.depth_shift = 6 self.volume_env = GodotModPlayerEnvelope.new( ) self.volume_env.init_value = 64 self.panning_env = GodotModPlayerEnvelope.new( ) self.panning_env.init_value = 32 """ Tick更新 """ func tick_update( ) -> void: self.volume_env.update( ) self.panning_env.update( ) """ 更新 """ func update( ) -> void: if self.mute: for asp in self.asps: if asp.is_playing( ): asp.stop( ) return for i in range( self.asps.size( ) ): var asp:AudioStreamPlayer = self.asps[i] if self.asp_switcher == i and ( not self.force_note_off ): if asp.is_playing( ): asp.volume_db = self.get_volume_db( ) asp.pitch_scale = self.get_pitch_scale( ) else: if asp.is_playing( ): asp.volume_db -= 4.0 if asp.volume_db < -100.0: asp.stop( ) """ volume_dbを取得 @return 現在のvolume_dbを返す """ func get_volume_db( ) -> float: var v:float = ( clamp( self.volume + self.tremolo.value, 0.0, 64.0 ) / 64.0 ) * ( self.volume_env.value / 64.0 ) return volume_table[int(v * 64)] """ ピッチスケールを取得 @return 現在のピッチスケールを返す """ func get_pitch_scale( ) -> float: return self.pitch.get_pitch_scale( self.vibrato.value ) * self.relative_pitch * self.fine_pitch.get_fine_pitch_scale( ) """ ノートオフ """ func note_off( ) -> void: self.volume_env.note_off( ) self.panning_env.note_off( ) """ ノートオン @param inst 楽器データ @param sample_number サンプル番号 @param effect_command エフェクトコマンド @param key_number 周波数 @param note ノート番号 """ func note_on( inst:GodotModPlayerInstrument, sample_number:int, effect_command:int, key_number:int, note:int ) -> void: self.last_key_number = key_number if self.mute: return self.force_note_off = false self.asp_switcher = ( self.asp_switcher + 1 ) % self.asps.size( ) self.source_inst = inst.source self.source_sample = self.source_inst.samples[note-1] if self.source_sample.panning != -1: self.panning = self.source_sample.panning var asp:AudioStreamPlayer = self.asps[self.asp_switcher] asp.stop( ) asp.stream = inst.array_ass[note-1] self.volume = self.source_sample.volume self.sample_number = sample_number if effect_command == 0x03 || effect_command == 0x05: self.pitch.dest = key_number else: self.pitch.value = key_number self.fine_pitch.value = self.source_sample.finetune self.relative_pitch = pow( 2.0, self.source_sample.relative_note / 12.0 ) if self.source_inst.vibrato_type != -1: self.vibrato.type = self.source_inst.vibrato_type self.vibrato.speed = self.source_inst.vibrato_speed self.vibrato.depth = self.source_inst.vibrato_depth self.vibrato.depth_shift = self.source_inst.vibrato_depth_shift self.volume_env.note_on( self.source_inst.volume_envelope ) self.panning_env.note_on( self.source_inst.panning_envelope ) asp.volume_db = self.get_volume_db( ) var pitch_scale:float = self.get_pitch_scale( ) asp.pitch_scale = pitch_scale asp.play( max( 0.0, self.head_silent_second - clamp( self.gap_second - AudioServer.get_time_to_next_mix( ), 0.0, self.gap_second ) * pitch_scale ) ) # ----------------------------------------------------------------------------- # Export # ファイル export (String, FILE, "*.mod,*.xm") var file:String = "" setget set_file # 再生中か? export (bool) var playing:bool = false # 音量 export (float, -144.0, 0.0) var volume_db:float = -20.0 setget set_volume_db # キーシフト(未実装) #export (int) var key_shift:int = 0 # ループフラグ export (bool) var loop:bool = false # mix_target same as AudioStreamPlayer's one export (int, "MIX_TARGET_STEREO", "MIX_TARGET_SURROUND", "MIX_TARGET_CENTER") var mix_target:int = AudioStreamPlayer.MIX_TARGET_STEREO # bus same as AudioStreamPlayer's one export (String) var bus:String = "Master" # リリースタイムの発音軽減を与えてブツ切り回避する #export (bool) var append_release_time:bool = true # 1秒間処理する回数 export (int, 60, 480) var sequence_per_seconds:int = 120 # スレッドでの動作にするか export (bool) var no_thread_mode:bool = false # ----------------------------------------------------------------------------- # 変数 # Mod Playerスレッド var thread:Thread = null var mutex:Mutex = Mutex.new() var thread_delete:bool = false # Modデータ var mod_data:Mod.ModData = null setget set_mod_data # テンポ var tempo:float = 125.0 setget set_tempo # 行毎秒 var row_per_second:float = 0.02 # tick毎行 var tick_per_row:int = 4 # tick毎秒 var tick_per_second:float = 1.0 / chip_speed # 次の行への秒数 var next_row_remain_second:float = 0.0 # 次のtickへの秒数 var next_tick_remain_second:float = 0.0 # 追加tick var extra_tick:int = 0 # tick処理済み回数 var processed_tick_count:int = 0 # 位置(秒) var position:float = 0.0 # 曲位置 var song_position:int = 0 # パターン内位置 var pattern_position:int = 0 # 次の行 var pattern_position_on_next_row:int = 0 # 楽器 var instruments:Array = [] # チャンネル var channel_status:Array = [] # Modチャンネルエフェクト var channel_audio_effects:Array = [] # パターンジャンプ先 var pattern_position_jump_point:int = 0 # パターンループカウンタ var pattern_loop_count:int = 0 # パターンループ先 var pattern_loop_origin:int = 0 # 乱数 var rng:RandomNumberGenerator # グローバル音量コマンドを有効にするか? var enable_global_volume_command:bool = true # グローバル音量 (mod/xm指定の数字) var global_volume:int = 64 # グローバル音量 (計算用db) var global_volume_db:float = 0.0 """ 準備 """ func _ready( ): # HTML5 もしくは デバッグモード時には強制的にスレッド未使用モードに変更する if OS.get_name( ) == "HTML5" or OS.is_debug_build( ): self.no_thread_mode = true self.rng = RandomNumberGenerator.new( ) if AudioServer.get_bus_index( self.mod_master_bus_name ) == -1: AudioServer.add_bus( -1 ) var mod_master_bus_idx:int = AudioServer.get_bus_count( ) - 1 AudioServer.set_bus_name( mod_master_bus_idx, self.mod_master_bus_name ) AudioServer.set_bus_send( mod_master_bus_idx, self.bus ) AudioServer.set_bus_volume_db( AudioServer.get_bus_index( self.mod_master_bus_name ), self.volume_db ) for i in range( 32 ): AudioServer.add_bus( -1 ) var mod_channel_bus_idx:int = AudioServer.get_bus_count( ) - 1 AudioServer.set_bus_name( mod_channel_bus_idx, self.mod_channel_bus_name % i ) AudioServer.set_bus_send( mod_channel_bus_idx, self.mod_master_bus_name ) AudioServer.set_bus_volume_db( mod_channel_bus_idx, 0.0 ) var cae: = GodotModPlayerChannelAudioEffect.new( ) cae.ae_panner = AudioEffectPanner.new( ) AudioServer.add_bus_effect( mod_channel_bus_idx, cae.ae_panner ) self.channel_audio_effects.append( cae ) if self.playing: self.play( ) """ 通知 @param what 通知要因 """ func _notification( what:int ): # 破棄時 if what == NOTIFICATION_PREDELETE: self.thread_delete = true if self.thread != null: self.thread.wait_to_finish( ) self.thread = null #AudioServer.remove_bus( AudioServer.get_bus_index( self.mod_master_bus_name ) ) #for i in range( 0, 16 ): # AudioServer.remove_bus( AudioServer.get_bus_index( self.midi_channel_bus_name % i ) ) """ Mutex Lock (for debug purpose) """ func _lock( callee:String ) -> void: # print( "locked by %s" % callee ) self.mutex.lock( ) """ Mutex Unload (for debug purpose) """ func _unlock( callee:String ) -> void: # print( "unlocked by %s" % callee ) self.mutex.unlock( ) """ 再生前の初期化 """ func _prepare_to_play( ) -> void: self._lock( "prepare_to_play" ) # ファイル読み込み if self.mod_data == null: match self.file.get_extension( ): "mod": var mod_reader: = Mod.new( ) self.mod_data = mod_reader.read_file( self.file ).data "xm": var xm_reader: = XM.new( ) var m:Object = xm_reader.read_file( self.file ).data self.mod_data = m _: self.mod_data = null if self.mod_data == null: self._unlock( "prepare_to_play" ) self.stop( ) return if self.channel_status != null: for t in self.channel_status: for asp in t.asps: self.remove_child( asp ) self.set_volume_db( self.volume_db ) self.instruments = [] var temp_head_silent:Array = [] var head_silent_samples:int = default_mix_rate if self.mod_data.flags & Mod.ModFlags.LINEAR_FREQUENCY_TABLE != 0: head_silent_samples = default_linear_mix_rate for i in range( head_silent_samples ): temp_head_silent.append( 0 ) var head_silent:PoolByteArray = PoolByteArray( temp_head_silent ) var loaded:Dictionary = {} for t in self.mod_data.instruments: var inst:GodotModPlayerInstrument = GodotModPlayerInstrument.new( ) inst.source = t inst.array_ass = [] for sample in t.samples: var id:int = sample.get_instance_id( ) var ass:AudioStreamSample = null if not( id in loaded ): ass = AudioStreamSample.new( ) ass.stereo = false if self.mod_data.flags & Mod.ModFlags.LINEAR_FREQUENCY_TABLE != 0: ass.mix_rate = self.default_linear_mix_rate else: ass.mix_rate = self.default_mix_rate if sample.bit == 16: ass.data = head_silent + head_silent + sample.data ass.format = AudioStreamSample.FORMAT_16_BITS else: ass.data = head_silent + sample.data ass.format = AudioStreamSample.FORMAT_8_BITS ass.loop_begin = sample.loop_start + head_silent_samples ass.loop_end = ass.loop_begin + sample.loop_length if sample.bit == 16: ass.loop_begin /= 2 ass.loop_end /= 2 ass.loop_mode = AudioStreamSample.LOOP_DISABLED if sample.loop_type & Mod.ModLoopType.FORWARD_LOOP != 0: ass.loop_mode = AudioStreamSample.LOOP_FORWARD elif sample.loop_type & Mod.ModLoopType.PING_PONG_LOOP != 0: ass.loop_mode = AudioStreamSample.LOOP_PING_PONG loaded[id] = ass loaded[id] = ass else: ass = loaded[id] inst.array_ass.append( ass ) self.instruments.append( inst ) for k in loaded.keys( ): loaded.erase( k ) self.channel_status = [] for i in range( self.mod_data.channel_count ): var cs: = GodotModPlayerChannelStatus.new( i, self.mod_data.flags & Mod.ModFlags.LINEAR_FREQUENCY_TABLE != 0 ) if 4 < self.mod_data.channel_count: cs.panning = 128 else: cs.panning = [64,192,192,64][i] for asp in cs.asps: self.add_child( asp ) self.channel_status.append( cs ) self._unlock( "prepare_to_play" ) """ 再生 @param from_position 再生開始位置(現在未実装) """ func play( from_position:float = 0.0 ): self._prepare_to_play( ) if self.mod_data == null: return self.playing = true if from_position == 0.0: self.position = 0.0 self.song_position = 0 self.pattern_position_jump_point = 1 self.pattern_position = -1 self.pattern_position_on_next_row = -1 self.pattern_loop_count = 0 self.pattern_loop_origin = 0 self.tick_per_second = 1.0 / self.chip_speed self.set_tempo( self.mod_data.init_bpm ) self.set_tick( self.mod_data.init_tick ) self.processed_tick_count = 10000 self.next_tick_remain_second = 0.0 self.next_row_remain_second = self.row_per_second else: self.seek( from_position ) """ シーク TODO:未実装 @param to_position 再生位置 """ func seek( to_position:float ) -> void: self._lock( "seek" ) self._previous_time = 0.0 self._stop_all_notes( ) self._unlock( "seek" ) """ 停止 """ func stop( ) -> void: self._lock( "stop" ) self._stop_all_notes( ) self.playing = false self._unlock( "stop" ) """ ファイル変更 @param path ファイルパス """ func set_file( path:String ) -> void: file = path self.mod_data = null if self.playing: self.play( ) """ Modデータ変更 @param md Modデータ """ func set_mod_data( md:Mod.ModData ) -> void: mod_data = md """ 音量設定 @param vdb 音量 """ func set_volume_db( vdb:float ) -> void: var master_bus_id:int = AudioServer.get_bus_index( self.mod_master_bus_name ) volume_db = vdb if master_bus_id == -1: return var gvdb:float = self.global_volume_db if self.enable_global_volume_command else 0.0 AudioServer.set_bus_volume_db( master_bus_id, volume_db + gvdb ) """ 全音を止める """ func _stop_all_notes( ) -> void: for t in self.channel_status: t.note_off( ) t.force_note_off = true for asp in t.asps: if asp.is_playing( ): asp.stop( ) """ テンポ設定 @param _tempo テンポ """ func set_tempo( _tempo:float ) -> void: tempo = _tempo self.tick_per_second = 1.0 / ( self.chip_speed * ( _tempo / 125.0 ) ) self.next_row_remain_second -= self.row_per_second self.row_per_second = self.tick_per_row * self.tick_per_second self.next_row_remain_second += self.row_per_second """ tickからテンポ設定 @param _tick Tick数 """ func set_tick( _tick:int ) -> void: self.tick_per_row = _tick self.next_row_remain_second -= self.row_per_second self.row_per_second = self.tick_per_row * self.tick_per_second self.next_row_remain_second += self.row_per_second """ 1フレームでの処理 @param delta """ func _process( delta:float ): if self.no_thread_mode: self._sequence( delta ) else: if self.thread == null or ( not self.thread.is_alive( ) ): self._lock( "_process" ) if self.thread != null: self.thread.wait_to_finish( ) self.thread = Thread.new( ) self.thread.start( self, "_thread_process" ) self._unlock( "_process" ) """ スレッド処理 """ func _thread_process( ) -> void: var last_time:int = OS.get_ticks_usec( ) while not self.thread_delete: self._lock( "_thread_process" ) var current_time:int = OS.get_ticks_usec( ) var delta:float = ( current_time - last_time ) / 1000000.0 self._sequence( delta ) self._unlock( "_thread_process" ) last_time = current_time var msec:int = int( 1000.0 / self.sequence_per_seconds ) OS.delay_msec( msec ) """ シーケンス処理を行う @param delta 前回からの経過時間 sec """ func _sequence( delta:float ) -> void: if delta < 0.0: return if self.mod_data != null: if self.playing: self.position += delta self.next_row_remain_second -= delta self.next_tick_remain_second -= delta if self.next_row_remain_second <= 0.0: self.next_tick_remain_second = -INF while self.next_tick_remain_second <= 0.0 and self.processed_tick_count < self.tick_per_row + self.extra_tick: self._process_tick( ) self.next_tick_remain_second += self.tick_per_second self._process_row( ) self.processed_tick_count += 1 if self.next_row_remain_second <= 0.0: self.extra_tick = 0 self._process_move_to_next_line( ) self.next_row_remain_second = self.row_per_second + self.next_row_remain_second self.next_tick_remain_second = 0.0 self.processed_tick_count = 1 self._process_update_audio_effects( ) """ 次の行に移行する """ func _process_move_to_next_line( ) -> void: if 0 <= self.pattern_position_on_next_row: self.pattern_position = self.pattern_position_on_next_row self.pattern_position_on_next_row = -1 self.song_position = self.pattern_position_jump_point self.pattern_position_jump_point = self.song_position + 1 else: self.pattern_position += 1 if len( self.mod_data.patterns[self.mod_data.song_positions[self.song_position]] ) <= self.pattern_position: self.pattern_position = 0 self.song_position = self.pattern_position_jump_point self.pattern_position_jump_point = self.song_position + 1 if self.mod_data.song_length <= self.song_position: if self.loop: self.song_position = self.mod_data.restart_position self.pattern_position_jump_point = self.song_position + 1 self.emit_signal( "looped" ) else: self.song_position = 0 self.stop( ) return """ 1行処理 """ func _process_row( ) -> void: var pattern_line:Array = self.mod_data.patterns[self.mod_data.song_positions[self.song_position]][self.pattern_position] for channel in self.channel_status: self._process_row_for_channel( channel, pattern_line[channel.channel_number] ) """ チャンネルごとの1行処理 @param channel チャンネルデータ @param note ノートデータ """ func _process_row_for_channel( channel:GodotModPlayerChannelStatus, note:Mod.ModPatternNote ) -> void: #printt( channel.channel_number, pattern_node.sample_number, pattern_node.key_number, pattern_node.effect_command ) var note_on:bool = self.processed_tick_count == 1 # Note関係のエフェクトコマンド if note.effect_command == 0x0E: match ( note.effect_param >> 4 ): 0x09: # Retrigger Note note_on = ( ( self.processed_tick_count - 1 ) % ( note.effect_param & 0x0F ) ) == 0 0x0D: # Note Delay note_on = ( note.effect_param & 0x0F ) == self.processed_tick_count - 1 # 楽器設定 if note.instrument != 0: channel.last_instrument = note.instrument - 1 # 発音 if note_on: channel.pitch.arpeggio_count = 0 if note.note == 96: channel.note_off( ) elif 0 < note.key_number: if 0 <= channel.last_instrument and channel.last_instrument < self.instruments.size( ): var inst:GodotModPlayerInstrument = self.instruments[channel.last_instrument] channel.note_on( inst, note.instrument, note.effect_command, note.key_number, note.note ) self.emit_signal( "note_on", channel.channel_number, note ) elif note.instrument != 0: if 0 <= channel.last_instrument and channel.last_instrument < self.instruments.size( ) and 0 <= channel.last_key_number: var inst:GodotModPlayerInstrument = self.instruments[channel.last_instrument] channel.note_on( inst, note.instrument, note.effect_command, channel.last_key_number, note.note ) self.emit_signal( "note_on", channel.channel_number, note ) if self.processed_tick_count == 1: self._process_tick_for_channel( channel, note, true ) """ 1tick処理 """ func _process_tick( ) -> void: if self.pattern_position < 0: return var pattern_line:Array = self.mod_data.patterns[self.mod_data.song_positions[self.song_position]][self.pattern_position] for channel in self.channel_status: self._process_tick_for_channel( channel, pattern_line[channel.channel_number], false ) """ チャンネルごとの1tick処理 @param channel チャンネルデータ @param note ノートデータ @param disable_channel_row チャンネルイベントを無視する """ func _process_tick_for_channel( channel:GodotModPlayerChannelStatus, note:Mod.ModPatternNote, disable_channel_row:bool ) -> void: #print( "%08x %08x" % [ note.effect_command, note.effect_param ] ) channel.pitch.arpeggio_enabled = false channel.vibrato.value = 0 channel.tremolo.value = 0 channel.tick_update( ) if 0x10 <= note.volume and note.volume <= 0x50: channel.volume = note.volume - 0x10 elif 0x60 <= note.volume: match note.volume >> 4: 0x06: # Volume slide down if not disable_channel_row: channel.volume = int( clamp( channel.volume - ( note.volume & 0x0F ), 0, 64 ) ) 0x07: # Volume slide up if not disable_channel_row: channel.volume = int( clamp( channel.volume + ( note.volume & 0x0F ), 0, 64 ) ) 0x08: # Fine volume slide down if not disable_channel_row: channel.volume = int( clamp( channel.volume - ( note.volume & 0x0F ), 0, 64 ) ) 0x09: # Fine volume slide up if not disable_channel_row: channel.volume = int( clamp( channel.volume + ( note.volume & 0x0F ), 0, 64 ) ) 0x0A: # Set vibrato speed channel.vibrato.speed = (channel.vibrato.speed & 0x0F) | ( ( note.volume & 0x0F ) << 4 ); 0x0C: # Panning var p:int = note.volume & 0x0F p |= p << 4 channel.panning = p 0x0D: # Panning slide left if not disable_channel_row: channel.panning = int( clamp( channel.panning - ( note.panning & 0x0F ), 0, 255 ) ) 0x0E: # Panning slide right if not disable_channel_row: channel.panning = int( clamp( channel.panning + ( note.panning & 0x0F ), 0, 255 ) ) 0x0F: # Tone portamento if 0 < note.volume & 0x0F: var p:int = note.volume & 0x0F p |= p << 4 channel.pitch.speed = p _: printerr( "unknown volume effect command: %02x" % note.volume ) # エフェクトコマンド match note.effect_command: 0x00: # Arpeggio channel.pitch.arpeggio[1] = int( channel.pitch.value / pow( 2.0, ( note.effect_param >> 4 ) / 12.0 ) ) - channel.pitch.value channel.pitch.arpeggio[2] = int( channel.pitch.value / pow( 2.0, ( note.effect_param & 0x0F ) / 12.0 ) ) - channel.pitch.value channel.pitch.arpeggio_enabled = true 0x01: # Portament up if not disable_channel_row: channel.pitch.value = int( max( channel.pitch.value - note.effect_param, 0 ) ) 0x02: # Portament down if not disable_channel_row: channel.pitch.value = channel.pitch.value + note.effect_param 0x03: # Portament speed channel.pitch.speed = note.effect_param channel.pitch.update( ) 0x04: # Vibrato if 0 < note.effect_param & 0xF0: channel.vibrato.speed = note.effect_param >> 4 if 0 < note.effect_param & 0x0F: channel.vibrato.depth = note.effect_param & 0x0F channel.vibrato.update( ) 0x05: # Portament + Volume slide channel.pitch.update( ) channel.volume = int( clamp( channel.volume + ( note.effect_param >> 4 ) - ( note.effect_param & 0x0F ), 0, 64 ) ) 0x06: # Vibrato + Volume slide channel.vibrato.update( ) channel.volume = int( clamp( channel.volume + ( note.effect_param >> 4 ) - ( note.effect_param & 0x0F ), 0, 64 ) ) 0x07: # Tremolo if 0 < note.effect_param & 0xF0: channel.tremolo.speed = note.effect_param >> 4 if 0 < note.effect_param & 0x0F: channel.tremolo.depth = note.effect_param & 0x0F channel.tremolo.update( ) 0x08: # Panning channel.panning = int( clamp( note.effect_param * 2, 0, 255 ) ) 0x09: # Sample offset printerr( "not implemented: 9xx Sample offset" ) 0x0A: # Volume slide if not disable_channel_row: channel.volume = int( clamp( channel.volume + ( note.effect_param >> 4 ) - ( note.effect_param & 0x0F ), 0, 64 ) ) 0x0B: # Pattern jump if disable_channel_row: self.pattern_position_jump_point = note.effect_param self.pattern_position_on_next_row = 0 0x0C: # Volume channel.volume = int( clamp( note.effect_param, 0, 64 ) ) 0x0D: # Pattern break if disable_channel_row: self.pattern_position_jump_point = self.song_position + 1 self.pattern_position_on_next_row = ( note.effect_param >> 4 ) * 10 + ( note.effect_param & 0x0F ) if 64 <= self.pattern_position_on_next_row: self.pattern_position_on_next_row = 0 0x0E: # 拡張コマンド match ( note.effect_param >> 4 ): 0x01: # Fine portamento up if 0 < note.effect_param & 0x0F: channel.fine_pitch.speed = note.effect_param & 0x0F channel.fine_pitch.update( ) 0x02: # Fine portamento down if 0 < note.effect_param & 0x0F: channel.fine_pitch.speed = - (note.effect_param & 0x0F) channel.fine_pitch.update( ) 0x04: # Vibrato type channel.vibrato.type = note.effect_param channel.vibrato.update( ) 0x06: # Pattern loop if disable_channel_row: if 0 < ( note.effect_param & 0x0F ): if ( note.effect_param & 0x0F ) == self.pattern_loop_count: self.pattern_loop_count = 0 else: self.pattern_loop_count += 1 self.pattern_position_jump_point = self.song_position self.pattern_position_on_next_row = self.pattern_loop_origin else: self.pattern_loop_origin = self.pattern_position 0x07: # Tremoro type channel.tremolo.type = note.effect_param channel.tremolo.update( ) 0x09: # Retrigger Note pass 0x0A: # Fine volume slide up if not disable_channel_row: channel.volume = int( clamp( channel.volume + ( note.volume & 0x0F ), 0, 64 ) ) 0x0B: # Fine volume slide down if not disable_channel_row: channel.volume = int( clamp( channel.volume - ( note.volume & 0x0F ), 0, 64 ) ) 0x0C: # Note cut if self.processed_tick_count - 1 == note.effect_param & 0x0F: channel.volume = 0 0x0D: # Note delay (上で処理する) pass 0x0E: # Pattern delay var r:int = ( note.effect_param & 0x0F ) self.extra_tick = r * self.tick_per_row if disable_channel_row: self.next_row_remain_second += self.row_per_second * r _: printerr( "unknown extended command: %04x" % [ note.effect_param ] ) 0x0F: # Tick / Tempo if disable_channel_row: if note.effect_param < 0x20: self.set_tick( note.effect_param ) else: self.set_tempo( note.effect_param ) 0x10: # Global volume self.global_volume = int( clamp( note.effect_param, 0, 64 ) ) self.global_volume_db = self.volume_table[self.global_volume] self.set_volume_db( self.volume_db ) 0x11: # Global volume slide self.global_volume = int( clamp( self.global_volume + ( note.effect_param >> 4 ) - ( note.effect_param & 0x0F ), 0, 64 ) ) self.global_volume_db = self.volume_table[self.global_volume] self.set_volume_db( self.volume_db ) 0x14: # Key off printerr( "not implemented: Kxx Key off" ) 0x15: # Set envelope position channel.tremolo.phase = note.effect_param 0x19: # Pannning slide if not disable_channel_row: channel.panning = int( clamp( channel.panning + ( note.effect_param >> 4 ) - ( note.effect_param & 0x0F ), 0, 255 ) ) 0x1B: # Multi retrig note printerr( "not implemented: Rxy Multi retrig note" ) 0x1D: # Tremor printerr( "not implemented: Txy Tremor" ) _: printerr( "unknown command: %02x : %04x" % [ note.effect_command, note.effect_param ] ) """ Godotのオーディオエフェクト更新 """ func _process_update_audio_effects( ) -> void: for channel in self.channel_status: channel.update( ) var cae:GodotModPlayerChannelAudioEffect = self.channel_audio_effects[channel.channel_number] cae.ae_panner.pan = clamp( ( ( channel.panning - 128 ) / 128.0 ) + ( ( channel.panning_env.value - 32 ) / 32.0 ), -1.0, 1.0 )