audacia/src/effects/EffectManager.cpp

991 lines
23 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
EffectManager.cpp
Audacity(R) is copyright (c) 1999-2008 Audacity Team.
License: GPL v2. See License.txt.
******************************************************************//**
\class EffectManager
\brief EffectManager is the class that handles effects and effect categories.
It maintains a graph of effect categories and subcategories,
registers and unregisters effects and can return filtered lists of
effects.
*//*******************************************************************/
#include "../Audacity.h"
#include "EffectManager.h"
#include "../Experimental.h"
#include "Effect.h"
#include <algorithm>
#include <wx/stopwatch.h>
#include <wx/tokenzr.h>
#include "../widgets/AudacityMessageBox.h"
#if defined(EXPERIMENTAL_EFFECTS_RACK)
#include "EffectRack.h"
#endif
#include "../ShuttleGetDefinition.h"
#include "../commands/CommandContext.h"
#include "../commands/Command.h"
#include "../PluginManager.h"
/*******************************************************************************
Creates a singleton and returns reference
(Thread-safe...no active threading during construction or after destruction)
*******************************************************************************/
EffectManager & EffectManager::Get()
{
static EffectManager em;
return em;
}
RealtimeEffectManager & RealtimeEffectManager::Get()
{
static RealtimeEffectManager rem;
return rem;
}
RealtimeEffectManager::RealtimeEffectManager()
{
mRealtimeLock.Enter();
mRealtimeActive = false;
mRealtimeSuspended = true;
mRealtimeLatency = 0;
mRealtimeLock.Leave();
}
RealtimeEffectManager::~RealtimeEffectManager()
{
}
EffectManager::EffectManager()
{
mSkipStateFlag = false;
#if defined(EXPERIMENTAL_EFFECTS_RACK)
mRack = NULL;
#endif
}
EffectManager::~EffectManager()
{
#if defined(EXPERIMENTAL_EFFECTS_RACK)
// wxWidgets has already destroyed the rack since it was derived from wxFrame. So
// no need to DELETE it here.
#endif
}
// Here solely for the purpose of Nyquist Workbench until
// a better solution is devised.
const PluginID & EffectManager::RegisterEffect(Effect *f)
{
const PluginID & ID = PluginManager::Get().RegisterPlugin(f, PluginTypeEffect);
mEffects[ID] = f;
return ID;
}
// Here solely for the purpose of Nyquist Workbench until
// a better solution is devised.
void EffectManager::UnregisterEffect(const PluginID & ID)
{
PluginID id = ID;
PluginManager::Get().UnregisterPlugin(id);
mEffects.erase(id);
}
bool EffectManager::DoEffect(const PluginID & ID,
wxWindow *parent,
double projectRate,
TrackList *list,
TrackFactory *factory,
SelectedRegion *selectedRegion,
bool shouldPrompt /* = true */)
{
this->SetSkipStateFlag(false);
Effect *effect = GetEffect(ID);
if (!effect)
{
return false;
}
#if defined(EXPERIMENTAL_EFFECTS_RACK)
if (effect->SupportsRealtime())
{
GetRack()->Add(effect);
}
#endif
bool res = effect->DoEffect(parent,
projectRate,
list,
factory,
selectedRegion,
shouldPrompt);
return res;
}
bool EffectManager::DoAudacityCommand(const PluginID & ID,
const CommandContext &context,
wxWindow *parent,
bool shouldPrompt /* = true */)
{
this->SetSkipStateFlag(false);
AudacityCommand *command = GetAudacityCommand(ID);
if (!command)
{
return false;
}
bool res = command->DoAudacityCommand(parent, context, shouldPrompt);
return res;
}
ComponentInterfaceSymbol EffectManager::GetCommandSymbol(const PluginID & ID)
{
return PluginManager::Get().GetSymbol(ID);
}
wxString EffectManager::GetCommandName(const PluginID & ID)
{
return GetCommandSymbol(ID).Translation();
}
wxString EffectManager::GetEffectFamilyName(const PluginID & ID)
{
auto effect = GetEffect(ID);
if (effect)
return effect->GetFamily().Translation();
return {};
}
wxString EffectManager::GetVendorName(const PluginID & ID)
{
auto effect = GetEffect(ID);
if (effect)
return effect->GetVendor().Translation();
return {};
}
CommandID EffectManager::GetCommandIdentifier(const PluginID & ID)
{
wxString name = PluginManager::Get().GetSymbol(ID).Internal();
// Get rid of leading and trailing white space
name.Trim(true).Trim(false);
if (name.empty())
{
return name;
}
wxStringTokenizer st(name, wxT(" "));
wxString id;
// CamelCase the name
while (st.HasMoreTokens())
{
wxString tok = st.GetNextToken();
id += tok.Left(1).MakeUpper() + tok.Mid(1).MakeLower();
}
return id;
}
wxString EffectManager::GetCommandDescription(const PluginID & ID)
{
if (GetEffect(ID))
return wxString::Format(_("Applied effect: %s"), GetCommandName(ID));
if (GetAudacityCommand(ID))
return wxString::Format(_("Applied command: %s"), GetCommandName(ID));
return wxEmptyString;
}
wxString EffectManager::GetCommandUrl(const PluginID & ID)
{
Effect* pEff = GetEffect(ID);
if( pEff )
return pEff->ManualPage();
AudacityCommand * pCom = GetAudacityCommand(ID);
if( pCom )
return pCom->ManualPage();
return wxEmptyString;
}
wxString EffectManager::GetCommandTip(const PluginID & ID)
{
Effect* pEff = GetEffect(ID);
if( pEff )
return pEff->GetDescription();
AudacityCommand * pCom = GetAudacityCommand(ID);
if( pCom )
return pCom->GetDescription();
return wxEmptyString;
}
void EffectManager::GetCommandDefinition(const PluginID & ID, const CommandContext & context, int flags)
{
ComponentInterface *command;
command = GetEffect(ID);
if( !command )
command = GetAudacityCommand( ID );
if( !command )
return;
ShuttleParams NullShuttle;
// Test if it defines any parameters at all.
bool bHasParams = command->DefineParams( NullShuttle );
if( (flags ==0) && !bHasParams )
return;
// This is capturing the output context into the shuttle.
ShuttleGetDefinition S( *context.pOutput.get()->mStatusTarget.get() );
S.StartStruct();
// using GET to expose a CommandID to the user!
// Macro command details are one place that we do expose Identifier
// to (more sophisticated) users
S.AddItem( GetCommandIdentifier( ID ).GET(), "id" );
S.AddItem( GetCommandName( ID ), "name" );
if( bHasParams ){
S.StartField( "params" );
S.StartArray();
command->DefineParams( S );
S.EndArray();
S.EndField();
}
S.AddItem( GetCommandUrl( ID ), "url" );
// The tip is a translated string!
S.AddItem( GetCommandTip( ID ), "tip" );
S.EndStruct();
}
bool EffectManager::IsHidden(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (effect)
{
return effect->IsHidden();
}
return false;
}
void EffectManager::SetSkipStateFlag(bool flag)
{
mSkipStateFlag = flag;
}
bool EffectManager::GetSkipStateFlag()
{
return mSkipStateFlag;
}
bool EffectManager::SupportsAutomation(const PluginID & ID)
{
const PluginDescriptor *plug = PluginManager::Get().GetPlugin(ID);
if (plug)
{
return plug->IsEffectAutomatable();
}
return false;
}
wxString EffectManager::GetEffectParameters(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (effect)
{
wxString parms;
effect->GetAutomationParameters(parms);
// Some effects don't have automatable parameters and will not return
// anything, so try to get the active preset (current or factory).
if (parms.empty())
{
parms = GetDefaultPreset(ID);
}
return parms;
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
wxString parms;
command->GetAutomationParameters(parms);
// Some effects don't have automatable parameters and will not return
// anything, so try to get the active preset (current or factory).
if (parms.empty())
{
parms = GetDefaultPreset(ID);
}
return parms;
}
return wxEmptyString;
}
bool EffectManager::SetEffectParameters(const PluginID & ID, const wxString & params)
{
Effect *effect = GetEffect(ID);
if (effect)
{
CommandParameters eap(params);
if (eap.HasEntry(wxT("Use Preset")))
{
return effect->SetAutomationParameters(eap.Read(wxT("Use Preset")));
}
return effect->SetAutomationParameters(params);
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
// Set defaults (if not initialised) before setting values.
command->Init();
CommandParameters eap(params);
if (eap.HasEntry(wxT("Use Preset")))
{
return command->SetAutomationParameters(eap.Read(wxT("Use Preset")));
}
return command->SetAutomationParameters(params);
}
return false;
}
bool EffectManager::PromptUser(const PluginID & ID, wxWindow *parent)
{
bool result = false;
Effect *effect = GetEffect(ID);
if (effect)
{
result = effect->PromptUser(parent);
return result;
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
result = command->PromptUser(parent);
return result;
}
return result;
}
bool EffectManager::HasPresets(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return false;
}
return effect->GetUserPresets().size() > 0 ||
effect->GetFactoryPresets().size() > 0 ||
effect->HasCurrentSettings() ||
effect->HasFactoryDefaults();
}
wxString EffectManager::GetPreset(const PluginID & ID, const wxString & params, wxWindow * parent)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return wxEmptyString;
}
CommandParameters eap(params);
wxString preset;
if (eap.HasEntry(wxT("Use Preset")))
{
preset = eap.Read(wxT("Use Preset"));
}
preset = effect->GetPreset(parent, preset);
if (preset.empty())
{
return preset;
}
eap.DeleteAll();
eap.Write(wxT("Use Preset"), preset);
eap.GetParameters(preset);
return preset;
}
wxString EffectManager::GetDefaultPreset(const PluginID & ID)
{
Effect *effect = GetEffect(ID);
if (!effect)
{
return wxEmptyString;
}
wxString preset;
if (effect->HasCurrentSettings())
{
preset = Effect::kCurrentSettingsIdent;
}
else if (effect->HasFactoryDefaults())
{
preset = Effect::kFactoryDefaultsIdent;
}
if (!preset.empty())
{
CommandParameters eap;
eap.Write(wxT("Use Preset"), preset);
eap.GetParameters(preset);
}
return preset;
}
void EffectManager::SetBatchProcessing(const PluginID & ID, bool start)
{
Effect *effect = GetEffect(ID);
if (effect)
{
effect->SetBatchProcessing(start);
return;
}
AudacityCommand *command = GetAudacityCommand(ID);
if (command)
{
command->SetBatchProcessing(start);
return;
}
}
#if defined(EXPERIMENTAL_EFFECTS_RACK)
EffectRack *EffectManager::GetRack()
{
if (!mRack)
{
// EffectRack is constructed with the current project as owner, so safenew is OK
mRack = safenew EffectRack();
// Make sure what I just commented remains true:
wxASSERT(mRack->GetParent());
mRack->CenterOnParent();
}
return mRack;
}
void EffectManager::ShowRack()
{
GetRack()->Show(!GetRack()->IsShown());
}
void RealtimeEffectManager::RealtimeSetEffects(const EffectArray & effects)
{
// Block RealtimeProcess()
RealtimeSuspend();
// Tell any effects no longer in the chain to clean up
for (auto e: mRealtimeEffects)
{
// Scan the NEW chain for the effect
for (auto e1: effects)
{
// Found it so we're done
if (e == e1)
{
e = NULL;
break;
}
}
// Must not have been in the NEW chain, so tell it to cleanup
if (e && mRealtimeActive)
{
e->RealtimeFinalize();
}
}
// Tell any NEW effects to get ready
for (auto e : effects)
{
// Scan the old chain for the effect
for (auto e1 : mRealtimeEffects)
{
// Found it so tell effect to get ready
if (e == e1)
{
e = NULL;
break;
}
}
// Must not have been in the old chain, so tell it to initialize
if (e && mRealtimeActive)
{
e->RealtimeInitialize();
}
}
// Get rid of the old chain
// And install the NEW one
mRealtimeEffects = effects;
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
#endif
bool RealtimeEffectManager::RealtimeIsActive()
{
return mRealtimeEffects.size() != 0;
}
bool RealtimeEffectManager::RealtimeIsSuspended()
{
return mRealtimeSuspended;
}
void RealtimeEffectManager::RealtimeAddEffect(Effect *effect)
{
// Block RealtimeProcess()
RealtimeSuspend();
// Initialize effect if realtime is already active
if (mRealtimeActive)
{
// Initialize realtime processing
effect->RealtimeInitialize();
// Add the required processors
for (size_t i = 0, cnt = mRealtimeChans.size(); i < cnt; i++)
{
effect->RealtimeAddProcessor(i, mRealtimeChans[i], mRealtimeRates[i]);
}
}
// Add to list of active effects
mRealtimeEffects.push_back(effect);
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
void RealtimeEffectManager::RealtimeRemoveEffect(Effect *effect)
{
// Block RealtimeProcess()
RealtimeSuspend();
if (mRealtimeActive)
{
// Cleanup realtime processing
effect->RealtimeFinalize();
}
// Remove from list of active effects
auto end = mRealtimeEffects.end();
auto found = std::find(mRealtimeEffects.begin(), end, effect);
if (found != end)
mRealtimeEffects.erase(found);
// Allow RealtimeProcess() to, well, process
RealtimeResume();
}
void RealtimeEffectManager::RealtimeInitialize(double rate)
{
// The audio thread should not be running yet, but protect anyway
RealtimeSuspend();
// (Re)Set processor parameters
mRealtimeChans.clear();
mRealtimeRates.clear();
// RealtimeAdd/RemoveEffect() needs to know when we're active so it can
// initialize newly added effects
mRealtimeActive = true;
// Tell each effect to get ready for action
for (auto e : mRealtimeEffects) {
e->SetSampleRate(rate);
e->RealtimeInitialize();
}
// Get things moving
RealtimeResume();
}
void RealtimeEffectManager::RealtimeAddProcessor(int group, unsigned chans, float rate)
{
for (auto e : mRealtimeEffects)
e->RealtimeAddProcessor(group, chans, rate);
mRealtimeChans.push_back(chans);
mRealtimeRates.push_back(rate);
}
void RealtimeEffectManager::RealtimeFinalize()
{
// Make sure nothing is going on
RealtimeSuspend();
// It is now safe to clean up
mRealtimeLatency = 0;
// Tell each effect to clean up as well
for (auto e : mRealtimeEffects)
e->RealtimeFinalize();
// Reset processor parameters
mRealtimeChans.clear();
mRealtimeRates.clear();
// No longer active
mRealtimeActive = false;
}
void RealtimeEffectManager::RealtimeSuspend()
{
mRealtimeLock.Enter();
// Already suspended...bail
if (mRealtimeSuspended)
{
mRealtimeLock.Leave();
return;
}
// Show that we aren't going to be doing anything
mRealtimeSuspended = true;
// And make sure the effects don't either
for (auto e : mRealtimeEffects)
e->RealtimeSuspend();
mRealtimeLock.Leave();
}
void RealtimeEffectManager::RealtimeResume()
{
mRealtimeLock.Enter();
// Already running...bail
if (!mRealtimeSuspended)
{
mRealtimeLock.Leave();
return;
}
// Tell the effects to get ready for more action
for (auto e : mRealtimeEffects)
e->RealtimeResume();
// And we should too
mRealtimeSuspended = false;
mRealtimeLock.Leave();
}
//
// This will be called in a different thread than the main GUI thread.
//
void RealtimeEffectManager::RealtimeProcessStart()
{
// Protect ourselves from the main thread
mRealtimeLock.Enter();
// Can be suspended because of the audio stream being paused or because effects
// have been suspended.
if (!mRealtimeSuspended)
{
for (auto e : mRealtimeEffects)
{
if (e->IsRealtimeActive())
e->RealtimeProcessStart();
}
}
mRealtimeLock.Leave();
}
//
// This will be called in a different thread than the main GUI thread.
//
size_t RealtimeEffectManager::RealtimeProcess(int group, unsigned chans, float **buffers, size_t numSamples)
{
// Protect ourselves from the main thread
mRealtimeLock.Enter();
// Can be suspended because of the audio stream being paused or because effects
// have been suspended, so allow the samples to pass as-is.
if (mRealtimeSuspended || mRealtimeEffects.empty())
{
mRealtimeLock.Leave();
return numSamples;
}
// Remember when we started so we can calculate the amount of latency we
// are introducing
wxMilliClock_t start = wxGetUTCTimeMillis();
// Allocate the in/out buffer arrays
float **ibuf = (float **) alloca(chans * sizeof(float *));
float **obuf = (float **) alloca(chans * sizeof(float *));
// And populate the input with the buffers we've been given while allocating
// NEW output buffers
for (unsigned int i = 0; i < chans; i++)
{
ibuf[i] = buffers[i];
obuf[i] = (float *) alloca(numSamples * sizeof(float));
}
// Now call each effect in the chain while swapping buffer pointers to feed the
// output of one effect as the input to the next effect
size_t called = 0;
for (auto e : mRealtimeEffects)
{
if (e->IsRealtimeActive())
{
e->RealtimeProcess(group, chans, ibuf, obuf, numSamples);
called++;
}
for (unsigned int j = 0; j < chans; j++)
{
float *temp;
temp = ibuf[j];
ibuf[j] = obuf[j];
obuf[j] = temp;
}
}
// Once we're done, we might wind up with the last effect storing its results
// in the temporary buffers. If that's the case, we need to copy it over to
// the caller's buffers. This happens when the number of effects proccessed
// is odd.
if (called & 1)
{
for (unsigned int i = 0; i < chans; i++)
{
memcpy(buffers[i], ibuf[i], numSamples * sizeof(float));
}
}
// Remember the latency
mRealtimeLatency = (int) (wxGetUTCTimeMillis() - start).GetValue();
mRealtimeLock.Leave();
//
// This is wrong...needs to handle tails
//
return numSamples;
}
//
// This will be called in a different thread than the main GUI thread.
//
void RealtimeEffectManager::RealtimeProcessEnd()
{
// Protect ourselves from the main thread
mRealtimeLock.Enter();
// Can be suspended because of the audio stream being paused or because effects
// have been suspended.
if (!mRealtimeSuspended)
{
for (auto e : mRealtimeEffects)
{
if (e->IsRealtimeActive())
e->RealtimeProcessEnd();
}
}
mRealtimeLock.Leave();
}
int RealtimeEffectManager::GetRealtimeLatency()
{
return mRealtimeLatency;
}
Effect *EffectManager::GetEffect(const PluginID & ID)
{
// Must have a "valid" ID
if (ID.empty())
{
return NULL;
}
// If it is actually a command then refuse it (as an effect).
if( mCommands.find( ID ) != mCommands.end() )
return NULL;
// TODO: This is temporary and should be redone when all effects are converted
if (mEffects.find(ID) == mEffects.end())
{
// This will instantiate the effect client if it hasn't already been done
EffectDefinitionInterface *ident = dynamic_cast<EffectDefinitionInterface *>(PluginManager::Get().GetInstance(ID));
if (ident && ident->IsLegacy())
{
auto effect = dynamic_cast<Effect *>(ident);
if (effect && effect->Startup(NULL))
{
mEffects[ID] = effect;
return effect;
}
}
auto effect = std::make_shared<Effect>(); // TODO: use make_unique and store in std::unordered_map
if (effect)
{
EffectClientInterface *client = dynamic_cast<EffectClientInterface *>(ident);
if (client && effect->Startup(client))
{
auto pEffect = effect.get();
mEffects[ID] = pEffect;
mHostEffects[ID] = std::move(effect);
return pEffect;
}
}
auto command = dynamic_cast<AudacityCommand *>(PluginManager::Get().GetInstance(ID));
if( !command )
AudacityMessageBox(wxString::Format(_("Attempting to initialize the following effect failed:\n\n%s\n\nMore information may be available in Help->Show Log"),
GetCommandName(ID)),
_("Effect failed to initialize"));
return NULL;
}
return mEffects[ID];
}
AudacityCommand *EffectManager::GetAudacityCommand(const PluginID & ID)
{
// Must have a "valid" ID
if (ID.empty())
{
return NULL;
}
// TODO: This is temporary and should be redone when all effects are converted
if (mCommands.find(ID) == mCommands.end())
{
// This will instantiate the effect client if it hasn't already been done
auto command = dynamic_cast<AudacityCommand *>(PluginManager::Get().GetInstance(ID));
if (command )//&& command->Startup(NULL))
{
command->Init();
mCommands[ID] = command;
return command;
}
/*
if (ident && ident->IsLegacy())
{
auto command = dynamic_cast<AudacityCommand *>(ident);
if (commandt && command->Startup(NULL))
{
mCommands[ID] = command;
return command;
}
}
auto command = std::make_shared<AudacityCommand>(); // TODO: use make_unique and store in std::unordered_map
if (command)
{
AudacityCommand *client = dynamic_cast<AudacityCommand *>(ident);
if (client && command->Startup(client))
{
auto pCommand = command.get();
mEffects[ID] = pCommand;
mHostEffects[ID] = std::move(effect);
return pEffect;
}
}
*/
AudacityMessageBox(wxString::Format(_("Attempting to initialize the following command failed:\n\n%s\n\nMore information may be available in Help->Show Log"),
GetCommandName(ID)),
_("Command failed to initialize"));
return NULL;
}
return mCommands[ID];
}
const PluginID & EffectManager::GetEffectByIdentifier(const CommandID & strTarget)
{
static PluginID empty;
if (strTarget.empty()) // set GetCommandIdentifier to wxT("") to not show an effect in Batch mode
{
return empty;
}
PluginManager & pm = PluginManager::Get();
// Effects OR Generic commands...
const PluginDescriptor *plug = pm.GetFirstPlugin(PluginTypeEffect | PluginTypeAudacityCommand);
while (plug)
{
if (GetCommandIdentifier(plug->GetID()) == strTarget)
{
return plug->GetID();
}
plug = pm.GetNextPlugin(PluginTypeEffect | PluginTypeAudacityCommand);
}
return empty;;
}