/
AudioNodeBase.cs
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/
AudioNodeBase.cs
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#region usings
using System;
using System.Collections.Generic;
using System.ComponentModel.Composition;
using System.Reflection;
using VVVV.Audio;
using VVVV.Core.Logging;
using VVVV.PluginInterfaces.V1;
using VVVV.PluginInterfaces.V2;
using VVVV.PluginInterfaces.V2.NonGeneric;
using VVVV.Utils.VColor;
using VVVV.Utils.VMath;
#endregion usings
namespace VVVV.Nodes
{
public abstract class AudioNodeBase<TSignal> : IPluginEvaluate, IDisposable, IPartImportsSatisfiedNotification where TSignal : AudioSignal
{
protected List<IDiffSpread> FDiffInputs = new List<IDiffSpread>();
protected AudioEngine FEngine;
public virtual void OnImportsSatisfied()
{
FEngine = AudioService.Engine;
BindingFlags flags = BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public;
//Retrieve all FieldInfos
var fields = GetType().GetFields(flags);
foreach (var fi in fields)
{
if(typeof(IDiffSpread).IsAssignableFrom(fi.FieldType))
{
//Retrieve the value of the field, and cast as necessary
var spread = (IDiffSpread)fi.GetValue(this);
FDiffInputs.Add(spread);
}
}
}
/// <summary>
/// Should return whether new parameters need to be set on the audio signals
/// </summary>
/// <returns></returns>
protected virtual bool AnyInputChanged()
{
for (int i = 0; i < FDiffInputs.Count; i++)
{
if(FDiffInputs[i].IsChanged) return true;
}
return false;
}
//for subclasses
protected int CalculatedSpreadMax
{
get;
private set;
}
protected abstract ISpread<AudioSignal> GetSignalSpread();
public virtual void Evaluate(int SpreadMax)
{
var signalSpread = GetSignalSpread();
CalculatedSpreadMax = GetSpreadMax(SpreadMax);
signalSpread.Resize(CalculatedSpreadMax, GetInstance, DisposeInstance);
if (AnyInputChanged())
{
for (int i = 0; i < CalculatedSpreadMax; i++)
{
var audioSignal = signalSpread[i];
if (audioSignal == null)
audioSignal = GetInstance(i);
var tSignal = audioSignal as TSignal;
if (tSignal != null)
SetParameters(i, tSignal);
}
}
SetOutputSliceCount(CalculatedSpreadMax);
for(int i=0; i<CalculatedSpreadMax; i++)
{
var audioSignal = signalSpread[i];
var tSignal = audioSignal as TSignal;
if(tSignal != null)
SetOutputs(i, tSignal);
}
}
/// <summary>
/// Override this in subclass if you want to set the number of output signals manually
/// </summary>
/// <param name="originalSpreadMax"></param>
/// <returns></returns>
protected virtual int GetSpreadMax(int originalSpreadMax)
{
return originalSpreadMax;
}
/// <summary>
/// This should return a new instance of the desired audio signal class
/// </summary>
/// <param name="i">The current slice index of the output signal</param>
/// <returns>New instnace of the audio signal class</returns>
protected abstract TSignal GetInstance(int i);
/// <summary>
/// Overwrite in sub class to handle the disposal of instances,
/// don't forget to call base.DisposeInstance(instance)
/// </summary>
/// <param name="instance">Instance signal instance to dipose</param>
protected virtual void DisposeInstance(AudioSignal instance)
{
if(instance != null)
instance.Dispose();
}
/// <summary>
/// This should set the parameters of the given audio signal class
/// </summary>
/// <param name="i">Current index of the output signal spread</param>
/// <param name="instance">Curretn instance</param>
protected abstract void SetParameters(int i, TSignal instance);
/// <summary>
/// Set the output pins of the node
/// </summary>
/// <param name="i">Current slice index</param>
/// <param name="instance">Current instance</param>
protected virtual void SetOutputs(int i, TSignal instance) {}
/// <summary>
/// In this method the slicecount of the output pins should be set
/// </summary>
/// <param name="sliceCount"></param>
protected virtual void SetOutputSliceCount(int sliceCount) {}
//dispose stuff?
public virtual void Dispose()
{
}
}
/// <summary>
/// Base class for audio sink nodes
/// </summary>
public abstract class GenericAudioSinkNode<TSignal> : AudioNodeBase<TSignal> where TSignal : SinkSignal
{
[Input("Input", Order = -10)]
public IDiffSpread<AudioSignal> FInputs;
protected ISpread<AudioSignal> FSignals = new Spread<AudioSignal>();
protected override ISpread<AudioSignal> GetSignalSpread()
{
return FSignals;
}
}
/// <summary>
/// Audio source nodes
/// </summary>
public abstract class GenericAudioSourceNode<TSignal> : AudioNodeBase<TSignal> where TSignal : AudioSignal
{
[Import]
protected IIOFactory FIOFactory;
//[Output("Audio Out", Order = -10)]
public Pin<AudioSignal> FOutputSignals;
public override void OnImportsSatisfied()
{
base.OnImportsSatisfied();
var outputAttribute = new OutputAttribute("Audio Out")
{
Order = -10,
Visibility = GetOutputVisiblilty()
};
FOutputSignals = FIOFactory.CreatePin<AudioSignal>(outputAttribute);
FOutputSignals.Connected += delegate
{
CheckOutConnections();
};
FOutputSignals.Disconnected += delegate
{
CheckOutConnections();
};
//set out buffer slice count to 0 so the
FOutputSignals.SliceCount = 0;
}
/// <summary>
/// Can be overwritten in subclass to change the visibility of the default Audio output
/// </summary>
/// <returns></returns>
protected virtual PinVisibility GetOutputVisiblilty()
{
return PinVisibility.True;
}
private void CheckOutConnections()
{
var hasMultiple = (FOutputSignals.PluginIO as IPin).GetConnectedPins().Length > 1;
for (int i = 0; i < FOutputSignals.SliceCount; i++)
{
FOutputSignals[i].NeedsBufferCopy = hasMultiple;
}
}
protected override ISpread<AudioSignal> GetSignalSpread()
{
return FOutputSignals;
}
}
/// <summary>
/// Audio node base class with multichannel signals and automatic instance handling
/// </summary>
public abstract class GenericMultiAudioSourceNode<TSignal> : GenericAudioSourceNode<TSignal> where TSignal : MultiChannelSignal
{
protected ISpread<TSignal> FInternalSignals = new Spread<TSignal>();
//for subclasses
protected int CalculatedSpreadMax
{
get;
private set;
}
public override void Evaluate(int SpreadMax)
{
CalculatedSpreadMax = GetSpreadMax(SpreadMax);
FInternalSignals.Resize(CalculatedSpreadMax, GetInstance, x => { if(x != null) x.Dispose(); } );
if(AnyInputChanged())
{
for(int i=0; i<CalculatedSpreadMax; i++)
{
var audioSignal = FInternalSignals[i];
if(audioSignal == null)
audioSignal = GetInstance(i);
var tSignal = audioSignal as TSignal;
if(tSignal != null)
SetParameters(i, tSignal);
}
var outCount = 0;
for (int i = 0; i < FInternalSignals.SliceCount; i++)
{
outCount += FInternalSignals[i].Outputs.Count;
}
if(FOutputSignals.SliceCount != outCount)
{
//FOutputSignals.SliceCount = outCount;
FOutputSignals.ResizeAndDispose(outCount, () => { return null; });
var outSlice = 0;
for (int i = 0; i < FInternalSignals.SliceCount; i++)
{
for (int j = 0; j < FInternalSignals[i].Outputs.Count; j++)
{
FOutputSignals[outSlice] = FInternalSignals[i].Outputs[j];
outSlice++;
}
}
}
}
SetOutputSliceCount(CalculatedSpreadMax);
for(int i=0; i<CalculatedSpreadMax; i++)
{
var audioSignal = FInternalSignals[i];
var tSignal = audioSignal as TSignal;
if(tSignal != null)
SetOutputs(i, tSignal);
}
}
}
}